Planescape Monstrous Supplement


Tanar’ri, True – Balor

Size / Type

Large Outsider (Chaotic, Evil)

Hit Dice

13d8+52 (110)

Initiative

+6 (+2 Dex, +4 Feat)

Speed

40ft., fly 90ft. (good)

Armor Class

28 (-1 Size, +2 Dex, +17 Natural)

Attacks

Lightning greatsword +20/+15/+10, barbed whip +17/+12 (a slam attack can replace any weapon attack sequence)

Damage

Lightning greatsword 2d6+10, barbed whip 1d4+3 and entangle; or slam 2d6+7 and fear

Face / Reach

5ft by 5ft / 10 ft

Sp. Attacks

Spell-like abilities, weapons, gate, fear, entangle, body flames

Sp. Qualities

Telepathy, improved uncanny dodge, improved dual wield, SR25, DR 15 / [+3 and (lawful or silver)], immunities, death throes, tanar’ri, outsider

Saves

Fort +12

Ref +10

Will +13

Abilities

Str 25

Dex 15

Con 19

Int 20

Wis 20

Cha 16

Skills

Bluff +19, Concentration +20, Diplomacy +18, Hide +18, Knowledge (any one) +13, Listen +21, Move Silently +18, Search +21, Sense Motive +21, Spellcraft +21, Spot +21

Feats

Improved Initiative, Combat Reflexes, Cleave, Power Attack

 

Climate

Abyss

Organization

Solitary

Rating (CR)

18

Treasure

Double Standard

Alignment

Always Chaotic Evil

Advancement

14 – 19 HD (Large), 20 – 39 HD (Huge)

 

 

· Spell-like Abilities: At will – See invisibility (always active), Detect Magic (always active), Greater Dispelling, Fear, Pyrotechnics, Read Magic, Suggestion, Symbol (any), Telekinesis, and Tongues. These abilities are used as a 20th level sorcerer.

· Weapons: The Balor weapons are awesome to behold, and fearsome to experience:

 

· Lightning Greatsword: A +3 vorpal greatsword that looks like a bolt of lightning and can Detect Evil or Detect Good in a 30’ radius. Any creature picking up a balor’s sword suffers 10d6 damage and must succeed a Fortitude save (DC18) or be reduced to ashes as per the Destruction spell.

 

· Gate: Once per hour they can automatically gate in 1-8 least tanar'ri, 1-6 lesser tanar'ri, 1-4 greater tanar'ri, or 1 true tanar’ri.

· Fear (Su): A creature hit by a balor’s slam attack must succeed at a Will save (DC25) or flee in terror for 1d6x10 minutes.

· Entangle (Ex): A balor’s whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, and magically wrap around the victim. The whip needs no folding. The target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body. The target remains anchored against the balor’s body until it escapes the whip. A whip that holds a victim cannot be used in attacks.

· Body Flames (Su): Balors can wreathe their bodies in roaring flames as a free action. The balor suffer no harm, but anyone on the same square (as grappling enemies) with it takes 4d6 fire damage each round.

· Immunities: Immune to Fire and Gas.

· Death Throes: If slain in the Abyss, a balor explodes in a blinding flash of light, inflicting 50hp damage to everything in a 100’ radius (Reflex half DC20).

· Tanar’ri Traits:

 

· Spell-like abilities: At will – Darkness, Darkvision, and Greater Teleport.

· Resistances: Cold, fire and gas resistance 20.

· Immunities: Electricity, normal fire, and poison.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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