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Balor, The One-Eyed Fomorian king

Balor is a giant one-eyed Fomorian king from Celtic mythology known for his destructive power and fiery gaze.

Balor, The One-Eyed King
  • Alias – The One-Eyed King
  • Gender – Male
  • Race – Fomorian
  • Occupation – King of the Fomorians, conqueror, and master of dark magic
  • Religion – Unknown
  • Allies – Other Fomorians, powerful warlocks, and demons who serve him
  • Enemies – The Tuatha Dé Danann (a rival group of supernatural beings in Irish mythology), humans who resist his rule, and any who threaten his power and ambitions
  • Abode/Base of operations – Balor’s stronghold is located in the Otherworld, a realm of Irish mythology that exists alongside the mortal world. His fortress is said to be impregnable, protected by powerful spells and guarded by his loyal Fomorian warriors.
  • Nationality – None, as Balor is a supernatural being from Irish mythology
  • Languages – Balor is fluent in many languages, including the languages of the Fomorians and the Tuatha Dé Danann, as well as several human languages.
  • Alignment – Chaotic Evil
  • Affiliation(s) – The Fomorians, a group of supernatural beings who are often depicted as enemies of the Tuatha Dé Danann.
  • Significant others – None specified in Irish mythology.

Balor is a fierce giant one-eyed Fomorian king from Celtic mythology, towering over the battlefield at twelve feet tall and wielding a mighty sword with ease. He is feared by all who cross his path, for his destructive power and fiery gaze have the ability to decimate entire armies in one fell swoop.

As a character, Balor is ruthless and power-hungry, driven by his desire to rule over all of creation. His lust for power knows no bounds, and he will stop at nothing to achieve his ultimate goal of complete dominion over the universe. He is often depicted as a tyrant, ruling over his subjects with an iron fist and demanding absolute obedience from those who serve him.

Despite his fearsome reputation, there is a tragic side to his story. According to legend, he was cursed from birth to destroy anything he looked upon with his single eye. This curse left him isolated and alone, unable to form meaningful relationships with others for fear of harming them. It is said that his desire for power stems from a deep-seated need to control his own destiny and overcome the curse that has plagued him since birth.

Balor is a towering giant with a fearsome appearance. He stands at twelve feet tall, with broad shoulders and a muscular build. His skin is a deep shade of red, and his single eye is large and menacing, emitting a fiery glow. He has a wild mane of hair and a thick beard that frame his angular face, which is often twisted into a fierce scowl. Balor’s physical presence exudes power and intimidation, striking fear into the hearts of all who encounter him.

Despite his villainous nature, Balor is a complex character with a rich backstory that adds depth and nuance to his portrayal. Whether he is viewed as a tragic figure or a terrifying tyrant, there is no denying the impact that Balor has had on Celtic mythology and the role he continues to play in modern storytelling.

Balor, King of the Fomorians

Balor, King of the Fomorians

Huge giant (Fomorian), chaotic evil

Armor Class 24 (natural armor)

Hit Points 777 (42d12 + 294)

Speed 40 ft.

SkillsIntimidation +21, Arcana +16 Perception +16, Insight +16 History +16, Religion +16 Persuasion +21
Damage Resistancescold, fire, lightning, poison bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunitiesacid, necrotic, thunder
Condition Immunitiescharmed, exhaustion, frightened, paralyzed, petrified, poisoned
Sensestruesight 120 ft., passive Perception 26
LanguagesAbyssal, Irish, Draconic, Giant, Infernal, Primordial
Challenge27 (105,000 XP)

Legendary Resistance (3/Day). If Balor fails a saving throw, he can choose to succeed instead.

Magic Resistance. Balor has advantage on saving throws against spells and other magical effects.

Magic Weapons. Balor’s weapon attacks are magical.

Innate Spellcasting. Balor’s innate spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:

  • At will: detect magic, dispel magic, darkness
  • 3/day each: fireball, lightning bolt, telekinesis
  • 1/day each: delayed blast fireball, meteor swarm, power word kill


Multiattack. Balor can use his Frightful Presence. He then makes four attacks: one with his bite, two with his longsword, and one with his eye ray.

  • Bite. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 38 (5d10 + 12) piercing damage.
  • Longsword. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
  • Eye Ray. Balor shoots a magical ray from his eye at a target he can see within 120 feet of him. Balor must roll a d8 to determine which ray he shoots.
  1. Disintegration Ray. The target must succeed on a DC 25 Dexterity saving throw or take 64 (18d6) force damage.
  2. Fear Ray. The target must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Slowing Ray. The target must succeed on a DC 25 Wisdom saving throw or have its speed halved for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Paralyzing Ray. The target must succeed on a DC 25 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightful Presence. Each creature of Balor’s choice within 120 feet of him and aware of him must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Balor’s Frightful Presence for the next 24 hours.

Legendary Actions

Balor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Balor regains spent legendary actions at the start of its turn.

  • Longsword Attack. Balor makes one longsword attack.
  • Eye Ray. Balor uses his Eye Ray.
  • Teleport. Balor magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Lair Actions

On initiative count 20 (losing initiative ties), Balor takes a lair action to cause one of the following effects; Balor can’t use the same effect two rounds in a row:

  • He casts darkness on the entire lair, which lasts until initiative count 20 on the next round.
  • He calls forth Fomorian allies. Roll initiative for any Fomorians that appear; they obey Balor’s commands and vanish when they die or when Balor dies.
  • Balor slams his sword into the ground, causing a shockwave to ripple through the lair. Each creature other than Balor on the ground within 60 feet of him must succeed on a DC 25 Strength saving throw or be knocked prone.


Balor wields an ancient longsword that is said to be imbued with magical properties. Additionally, he wears armor made from the hide of a giant, which provides him with natural protection. As a king, he also carries a large gold and jewel-encrusted scepter that symbolizes his power and authority.

CR Level

Based on his powerful abilities and impressive stats, Balor can be considered a CR 27 creature, making him an incredibly challenging opponent for any group of adventurers.

D&D 5E Epic Monsters: Balor

D&D 5E – Epic Monsters: Balor | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Balor (aka Balar, Balcbéimnech [the strong smiter], Béimeann, Béimnech [the smiter], Balar Bemen, Birugderc [of the piercing-eye], Balor mac Doit meic Néid [son of Dot son of Nét], Balór na Súile Nimhe [of the Evil Eye], or Balor ua Néit [grandson of Nét]) may come from the Celtic ‘Boleros’ which—because we certainly don’t have enough possible meanings just yet—stands for “the flashing one” and is sometimes personified as a harsh, scorching sun (causing crop failure and drought).

In the mythology of Ireland Balor is a giant with one incredibly destructive eye (with petrifying and poisonous powers imbued when he was exposed to fumes from a potion being crafted by his father’s druids) that leads the Fomorians, a magical race born from the earth and sea. Being a monocular titan, he is often compared to Greek cyclops and the Welsh Ysbaddaden.

The Balor is best known from the Battle of Mag Tuired and for being murdered by his grandson (Lugh of the Tuatha Dé Danann), initially appearing in the Mythological Cycle as one of the four major cycles of early Irish literary tradition (along with the Ulster Cycle, the Fenian Cycle and the Cycles of the Kings), describing conflict between the Fomorians and the divine Tuatha Dé Danann where he is not only their champion, but ruler of the Hebrides Isles as well and slayer of the rival forces’ king Nuada Airgetlám.

When Balor’s grandson chucks a sling-stone through his eye, it opens up the backside of his skull and harms the Fomorian soldiers behind him (27 of which are crushed by his corpse). Alternatively, he may have survived this eye shot and fled to Mizen Head where he’s beheaded on a large rock that shatters from the act—the origin of the headland’s Irish name Carn Uí Néit (cairn of Nét’s grandson)

Balor knows his fate in advance however and tries to prevent his murderer from ever being born, locking away his daughter Eithne (aka Ethnea or Ethlinn) on Tory Island in a keep so she never becomes pregnant. This might have worked—but he steals Glas Gaibhnenn, the magical cow of abundance, and a hero named Cian mac Cáinte (aka Kian or MacKineely) quests to get it back, something impossible so long as Balor lives.

His spirit familiar (Biróg, a leanan sidhe) sneaks him inside of Eithne’s tower and they conceive not one but three sons. Of course Balor drowns them, though unbeknownst to him one manages to survive—and years later brings about his death.

There is some dispute about how many eyes Balor has (although there’s definitely not more than one on either side of his head) and the extent of what the destructive one could do. The coolest of these is the story about the seven coverings over his eye: removing the first causes the bracken to wither, with the next grass became copper-coloured, the third heated the forest, the fourth made the trees smoke, the fifth spawned red glow, the sixth brought sparks, and the last finally set everything ablaze. Or nine shields made from leather that his grandson pierces using a red spear crafted by Gavida (the metalsmith of the Tuatha Dé Danann).

Another story says Balor has this glass to destroy people with by looking through, or burn and wither plants. Someone tricks him into explaining how it works and uses the opportunity to stab him in the eye, the blood from the wound pooling to create a lake near Ballindoon Abbey (Suil Balra, Lochan na Súil, Lough Nasool, or “lake of the eye”).

Modern scholars think that Balor’s is one of many stories and harvest myths about cyclical rebirth: the woman (aka fertile earth) is imprisoned by an elder (aka winter and the past year) then impregnated by youth (the new year and spring).

Balor (Fomorian)
Gargantuan giant, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 262 (15d20+105)
Speed 50 ft.

28 (+9)​13 (+1)​24 (+7)​15 (+2)​12 (+1)​19 (+4)​

Skills Arcana +7, Athletics +14, Intimidation +9
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 200 ft., passive Perception 11
Languages Giant
Challenge 15 (13,000 XP)

Burning Gaze (Recharge 5–6). If Balor isn’t incapacitated and can see, he can use a bonus action to open his eye and wreak havoc in a 100 foot-cone. Each creature in the area makes a DC 18 Constitution saving throw. If the saving throw fails, a creature takes 7 (2d6) fire damage. If the saving throw fails by 5 or more, the creature instead takes 14 (4d6) fire damage. Flammable objects in the area that aren’t being worn or carried are ignited.

Legendary Resistance (3/Day). If Balor fails a saving throw, he can choose to succeed instead.

Magic Resistance. Balor has advantage on saving throws made against spells and other magical effects.

Monocular Perception. When attacking a target more than 30 feet away, Balor has disadvantage his attack roll.

Petrifying Gaze. When a creature that can see the Balor’s eye starts its turn within 30 feet of him, Balor can force it to make a DC 18 Constitution saving throw if he isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Balor until the start of its next turn, when it can avert its eyes again. If the creature looks at him in the meantime, it must immediately make the save.

 Balor attacks three times with his slam or he throws two rocks.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) bludgeoning damage.

Rock. Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.


Celtic Age Roleplaying the Myths, Heroes and Monsters of the Celts

SizeHuge Giant (Fomorian) / Greater God
Hit Dice15d10 + 17d8 + 320Hit Points: 532
Initiative+13 (Dexterity)
Speed50 feet
AC28 (-2 Size, +8 Dexterity, +12 Natural)
AttacksGargantuan Iron club +22/+17/+12 melee (3d8d6+12) or Rocks +29/+24/+19 ranged (2d8+12)
Face/Reach10 feet by 10 feet / 15 feet
Special AttacksEye of Balor, Fomori Infection, Rock-Throwing, The Call of Balor
Special QualitiesRock-Catching, Immunity to Mind-Affecting Spells
SavesFort +26, Ref +18, Will +13
AbilitiesStrength 35, Dexterity 26, Constitution 30, Intelligence 12, Wisdom 12, Charisma 6
SkillsBluff +35, Climb +35, Swim +38
FeatsBlind-Fight, Cleave, Great Cleave, Power Attack, Sunder
AlignmentChaotic Evil
DomainsChaos, Destruction, War

Eye of Balor (Sp): If Balor ever opens his eye and looks upon a mortal, that individual will instantly die. The target character is allowed a Fortitude Save at DC 35 to resist this effect.

Fomori Infection (Ex): All those injured by a Fomorian have a chance of becoming one. The Fomorians often injure their opponents and leave them behind, hoping that their bodies will twist and their minds be driven to the madness of the Fomori Giants. Those who are affected by this sickness find themselves turning into Fomori – twisted creatures, half-human and half-animal, their bodies corrupted and covered with disfigurements and revolting lesions. Their minds, too, are tainted by this infection, twisted to evil with little thought of their pasts or their previous morality. All creatures injured in combat with Balor must make a Fortitude Save at DC 25. If they fail, they are infected, and will change into a Fomori within 5 hours of the attack.

The Call of Balor: Balor can corrupt any emotion, twisting it into its opposite. He uses this on his enemies in order to make them defend him and attack their allies, causing untold problems in the military structure of those who dare assault the King of the Fomorians. Many enemies have fallen to this power, slitting their own throats as a sign of their true and undying ‘love’ (once hatred) for Balor. Those affected must see Balor’s eye (though he does not necessarily have to see theirs) and resist with a Will Save (DC 30). In mortals, this effect is permanent. For gods, it lasts 1d10 turns.


Balor, the Fomorian king, is a creature of immense power and cunning, feared and respected by many in the supernatural realm. As the 1450s dawn, He finds himself intrigued by the changes taking place in the human world. The Renaissance is in full swing, and new ideas and discoveries are revolutionizing every aspect of life.

Balor sees the potential for great power and influence in the human world and begins to take a keen interest in the events unfolding in Europe. He sends emissaries to various courts, seeking alliances and information on the latest developments in science, art, and politics.

As he delves deeper into the human world, he becomes increasingly fascinated by the potential of human technology. He sees the opportunity to use human innovation to enhance his own power, and begins to cultivate relationships with the greatest minds of the age.

Balor is also keenly aware of the political landscape of Europe, and he works behind the scenes to influence events in his favor. He sees himself as a natural leader, and seeks to establish himself as the preeminent power in the supernatural world, using human allies and resources to achieve his goals.

Balor is not content to simply rule over his own people, however. He sees the human world as a vast resource to be exploited, and begins to make plans to expand his empire beyond the supernatural realm. He seeks to conquer and subjugate the human world, using his vast armies of Fomorians to crush any who stand in his way.

As the 1450s draw to a close, his power and influence continue to grow. He has established himself as a major player in the supernatural world, with allies and enemies alike watching his every move. His eyes are firmly fixed on the human world, however, and he knows that the future belongs to those with the strength and vision to seize it. With his armies and his intellect at his command, Balor is poised to become the most powerful being on Earth.

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