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Demon Balor

devil, fire, hell, Balor

A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin. In one of its massive clawed hands, this creature bears a sword that looks sharp enough to cut even to the soul. In its other hand, it bears a whip licked by tongues of fire.

Balors stand among the greatest and most terrible of the underworld creatures. They rule as generals over demonic armies. They are the masterminds of schemes to seize power and destroy the innocent. Even among their own kind, balors are feared, as they motivate their kindred to spread terror and misery.

They stand about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.

Horrors Teaser #5: The Balor and the Asakku By John Harris, William Church, and Serge. W. Desir, Jr.,

Full netbook can be found on the following website

Dicefreaks d20 Community

Balor (CR 20)
CE Large outsider (Chaotic, Evil, Extraplanar, Mazza’im)

Init +11; Senses Darkvision 60 ft., true seeing, Perception +41

Languages Abyssal, Celestial, Draconic, telepathy 100 ft.
AC 35 (+7 Dexterity, +19 natural, -1 size), touch 16, flat-footed 28

hp 290 (20d8 +200); death throes; DR 15/cold iron and good Immune fire, poison Resist acid, cold, electricity 10; SR 28

Fort +22, Ref +19, Will +19
Speed 40 ft. (8 squares), Fly 90 ft. (good)

Melee +1 vorpal bastard sword +30/+25/+20/+15 melee (2d8 + 13/19-20) and +1 flaming Whip +30/+25/+20 melee (1d4 + 6 plus 1d6 fire plus entangle) and 2 wings +29 melee (2d6 + 6) and gore +29 melee (3d8 + 6 and disease) or;

Melee 2 slams +31 melee (3d8 + 12) and 2 wings +29 melee (2d6 + 6) and gore +29 melee (3d8 + 6 and disease)

Melee +31 touch Ranged +26 touch Space 10 ft.;

Reach 20 ft.

Base Atk +20; CMB +33

Atk Options entangle, Great Cleave, Greater Two-Weapon Fighting, Power Attack

Special Actions disease, flaming body, summon demons Spell-like Abilities (CL 20th)

At will –blasphemy (DC 25), deeper darkness, desecrate, detect good, detect law, dominate monster (DC 27), fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, pyrotechnics, read magic, symbol (all) (DC 27), telekinesis (DC 23), unhallow, unholy aura (DC 26), unholy blight (DC 22), wall of fire (DC 22).

1/day –fire storm (DC 25), Implosion (DC 27).
Abilities Strength 35, Dexterity 25, Constitution 31, Intelligence 24, Wisdom 24, Charisma 26

SQ death throes, innate weaponry

Feats Cleave, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Natural Attack (slam), Improved Two-Weapon Fighting, Multiattack, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting

Skills Acrobatics +20, Bluff +34, Climb +25, Diplomacy +34, Fly +34, Intimidate +34, Knowledge (Arcana, planes, religion) +33, Knowledge (Geography) +17, Linguistics +17, Perception +38, Sense Motive +33, Spellcraft +33, Stealth +23, Survival +33, Use Magic Device +31
Organization Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)

Environment The 666 Torments of The Abyss

Advancement 21-39 HD (Large), 40-60 HD (Huge)

Treasure Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming Whip
Death Throes (Ex): When killed, it explodes in a blinding flash of light that deals 5 points of damage per HD (100 points for an average balor) to anything within 5 feet per HD (100 feet for an average balor) (Reflex DC 30 half). A balor’s death throes appear different depending on whether the death involved is permanent or temporary, and each balor’s death throes are individually distinctive although this has no mechanical effect. This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Disease (Su): A target gored must make a Fort save DC 30 or else catch demon fever. The save DC is Constitution-based.

Entangle (Ex): A balor’s +1 flaming Whip entangles foes much like an attack with a net. The Whip has 20 hit points and needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the Whip.

Flaming Body (Su): It’s body is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round. This flame never deals damage to the balor, even those who are not immune to fire.

Innate Weaponry (Su): It can reform or recall its weapons to its hand as a free action. If the balor and the weapons are separated across planar boundaries, the weapons fade.

Skills: They have a +8 racial bonus on Perception checks.

Summon Demons (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.


Originally Posted by Dracomortis of the Wizards Community forums.

On this thread

Characters with ranks in Knowledge (the Planes) can learn more about balors. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.

Knowledge (the Planes)
15This huge, winged humanoid is a balor, a demon that serves as a general in Abyssal armies. This result reveals all outsider and tanar’ri traits.
20They are scheming masterminds, often plotting to overthrow and dominate others, even amongst their own kin. They also delight in destroying the innocent.
25It’s body is wreathed in intense flames, damaging those who attempt to grapple with it; in combat, it often uses its Whip to entangle foes and drag them straight into the flame.
30When slain, its body explodes in a brilliant flash of light that destroys everything in a 100-foot radius, including the balor’s own weapons: a +1 vorpal longsword and a +1 flaming Whip.
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