Size:
Large
Type:
Fiend
Form:
Temper:
# App:
± 1d3 Lair 1d6
Lair:
Diet:
Combat Dice:
0
Hit Points:
25 + 1d10
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
leader
Ground:
± 30'
Climb/Arboreal:
Flight:
± 60'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Special
Flame Shroud
May shroud themselves in flame at will; these flames inflicts 2d6 points of damage to anyone who touches them, or who is touched by them.
Special
Whip Entangle
Entangled creatures must make a saving throw vs. Death Ray to escape, and any entangled creature of ogre-size or smaller may be pulled in by the balor.
Special
Immune to Non-magical Weapons
As they are otherworldly creatures, a balor cannot be harmed by non-magical weapons.
Special
Darkness
A balor may choose to shed darkness (as the reverse of the light spell) at will in a 10-foot radius; this darkness does not affect the balor's own vision.
Special
Spell-like Powers
They may also perform any of the following spell-like powers as often as desired, instead of attacking: cause fear (the reverse of the remove fear spell), detect magic, read magic, read languages, detect invisible, or telekinesis, all as if a 12th level Magic-user.
Special
Summon Infernal
Once per day, instead of attacking, a balor may attempt to summon another infernal to its aid. Roll 1d%: on a roll of 01-55, a glabrezu (see page 150), appears; on 56-70, a nalfeshni (see page 154), is summoned; on a roll of 71-00, the attempt fails. If the summoning fails, the balor can try again as often as desired (once per round maximum) until it succeeds.
Special
Death Explosion
When killed, a balor explodes in a blinding flash of light that deals 10d10 points of damage to anything within 30 feet, with a successful save vs. Death Ray reducing damage by half.
Offense
1 hug
Circumstance: Combat
1 hug
Environments
planar
Winged humanoid infernals who stand between 10 to 14 feet tall and weigh roughly 450 pounds
Balor are winged humanoid infernals who stand between 10 to 14 feet tall and weigh roughly 450 pounds. Their skin is generally black, veined with dark red, and they may be shroud themselves in flame at will; these flames inflicts 2d6 points of damage to anyone who touches them, or who is touched by them.
Balors are usually armed with huge jagged-edged swords doing 1d12+1 points of damage and whips made of red-hot twisted barbed wire which inflict 2d6 points of damage and entangle creatures struck by them. Entangled creatures must make a saving throw vs. Death Ray to escape, and any entangled creature of ogre-size or smaller may be pulled in by the balor. A balor may attack with only one of its weapons, but if the whip is used the balor will also immolate itself (as described above), thus inflicting additional damage to entangled creatures. As they are otherworldly creatures, a balor cannot be harmed by non-magical weapons.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Saving Throws
Saving Throw Bonuses
Strength: +14
Consitution: +12
Wisdom: +9
Constitution: +12
Attributes
Strength: 26
Dexterity: 15
Constitution: 22
Intelligence: 20
Wisdon: 16
Charisma: 22
Skills
perception: +9
Senses
truesight 120 ft.
Trait
Death Throes
When the balor dies, it explodes, and each creature within 30 feet of it must make a 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Passive Perception: 13
Trait
Fire Aura
At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Trait
Legendary Resistance (3/Day)
If the balor fails a saving throw, it can choose to succeed instead.
Trait
Magic Resistance
The balor has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The balor has Advantage on saving throws against spells and other magical effects.
Trait
Magic Weapons
The balor's weapon attacks are magical.
Immunities
Condition Immunities
poisoned
Immunities
Damage Immunities
fire
poison
Resistances
cold
lightning
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Action
Multiattack
The balor makes two attacks: one with its longsword and one with its whip.
Action
Teleport
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Offense
Flame Whip
Circumstance: Melee
14, reach 30 ft. (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.
Offense
Longsword
Circumstance: Melee
14 to hit, reach 10 ft., one target. (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Offense
Lightning Blade
Circumstance: Melee
14, reach 10 ft. (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn.
Offense
Whip
Circumstance: Melee
14 to hit, reach 30 ft., one target. (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Bonus Action
Teleport
The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
Items
longsword
whip
Languages
Abyssal
telepathy 120 ft.
Environments
planar, abyss
This winged fiend's horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.
5e SRD
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
Balor
Demon of Overwhelming Rage
Balors embody demons' ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor's fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors' rage by making balors commanders of armies or guardians of grave secrets.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Aura: (DC 26)
Special
1/day
blasphemy (DC 25), fire storm (DC 26), implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)
Special
3/day-quickened
telekinesis (DC 23)
Special
At will
dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)
Special
Constant
true seeing, unholy aura (DC 26)
Special
Death Throes (Su
) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Special
Entangle (Ex)
If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Special
Flaming Body (Su)
A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Special
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Special
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
Action
Feat 1
Cleave
Action
Feat 10
Weapon Focus (longsword)
Action
Feat 2
Combat Reflexes
Action
Feat 3
Greater Two-Weapon Fighting
Action
Feat 4
Improved Initiative
Action
Feat 5
Improved Two-Weapon Fighting
Action
Feat 6
Iron Will
Action
Feat 7
Power Attack
Action
Feat 8
Quicken Spell-Like Ability (telekinesis)
Action
Feat 9
Two-Weapon Fighting
Action
Melee 1
+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13)
Action
Melee 2
+1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams +31 (1d10+12)
Treasure: standard
Environments
any (Abyss)
Actions/Abilities/Traits: Pathfinder 1e
This winged fiend's horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.
5e SRD
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
Balor
Demon of Overwhelming Rage
Balors embody demons' ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor's fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors' rage by making balors commanders of armies or guardians of grave secrets.
5e Tools
Winged humanoid infernals who stand between 10 to 14 feet tall and weigh roughly 450 pounds
Balor are winged humanoid infernals who stand between 10 to 14 feet tall and weigh roughly 450 pounds. Their skin is generally black, veined with dark red, and they may be shroud themselves in flame at will; these flames inflicts 2d6 points of damage to anyone who touches them, or who is touched by them.
Balors are usually armed with huge jagged-edged swords doing 1d12+1 points of damage and whips made of red-hot twisted barbed wire which inflict 2d6 points of damage and entangle creatures struck by them. Entangled creatures must make a saving throw vs. Death Ray to escape, and any entangled creature of ogre-size or smaller may be pulled in by the balor. A balor may attack with only one of its weapons, but if the whip is used the balor will also immolate itself (as described above), thus inflicting additional damage to entangled creatures. As they are otherworldly creatures, a balor cannot be harmed by non-magical weapons.
Basic Fantasy Field Guide Omnibus