Balor (CR 20)
Large Outsider (Chaotic, Extraplanar, Evil, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., true seeing, Listen +38, and Spot +38
Languages: Telepathy 100 ft.
AC: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Hit Dice: 20d8+200 (290 hp); DR: 15/cold iron and good
Fort +22, Ref +19, Will +19
Speed: 40 ft., fly 90 ft. (good)
Space: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Base Attack +20; Grapple +36
Attack: +1 vorpal greatsword+33 melee
Full Attack: +1 vorpal greatsword +31/+26/+21/+16 melee and +1 flaming whip +30/+25 melee; or 2 slams +31 melee
Damage: +1 vorpal greatsword 2d6+8/19-20, +1 flaming whip 1d4+4 plus 1d6 fire plus entangle; slam 1d10+7
Special Attacks/Actions: Death throes, entangle, spell-like abilities, summon Tanarri, vorpal sword
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Special Qualities: flaming body, immunity to electricity, fire and poison, resistance to acid 10 and cold 10, SR 28
Feats: Cleave; Improved Initiative; Improved Two-Weapon Fighting; Power Attack; Quicken Spell-Like Ability (telekinesis); Two-Weapon Fighting; Weapon Focus (longsword)
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30, Spot +38, Survival +7 (+9 following tracks), and Use Magic Device +31 (+33 scrolls)
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Treasure/Possessions: Standard coins, double goods, plus whip, standard items plus 1 vorpal greatsword
Spell-like Abilities: At will - blasphemy deeper darkness, desecrate, detect good, detect law, fear greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight and wall of fire; 1/day - fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).
Fear (Su): A creature hit by a balor's slam attack must succeed at a Will save (DC 19) or flee in terror for 1d6 rounds.
Entangle (Ex): A balor's whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, with a range increment of 10 feet, and 20 hit points (see page 102 in the Player's Handbook for details on net attacks). The whip 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.
Body Flames (Su): Balors can wreathe their bodies in roaring flames as a free action. The balor suffers no harm, but anyone grappling with it takes 4d6 points of fire damage each round.
Vorpal Sword (Su): Every balor carries a +1 vorpal greatsword that looks like a flame or a bolt of lightning. The sword also has the spell-like ability to detect good as cast by a 12th-level sorcerer except that its range is 30 feet.
Detect Magic (Su): Balors continuously detect magic as the spell cast by a 20th-level sorcerer.
See Invisibility (Su): Balors continuously see invisibility as the spell cast by a 20th-level sorcerer.
Summon Tanar'ri (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor.
Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals so points of damage to everything within 100 feet (Reflex half DC 20).
Skills: Balors receive a +8 racial bonus to Listen and Spot checks.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.