Planescape
Monstrous Supplement
Tanar’ri, True – Balor
Size / Type |
Large Outsider (Chaotic, Evil) |
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Hit Dice |
13d8+52 (110) |
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Initiative |
+6 (+2 Dex, +4 Feat) |
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Speed |
40ft., fly 90ft. (good) |
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Armor Class |
28 (-1 Size, +2 Dex, +17 Natural) |
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Attacks |
Lightning greatsword +20/+15/+10, barbed whip +17/+12 (a slam attack can replace any weapon attack sequence) |
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Damage |
Lightning greatsword 2d6+10, barbed whip 1d4+3 and entangle; or slam 2d6+7 and fear |
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Face / Reach |
5ft by 5ft / 10 ft |
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Sp. Attacks |
Spell-like abilities, weapons, gate, fear, entangle, body flames |
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Sp. Qualities |
Telepathy, improved uncanny dodge, improved dual wield, SR25, DR 15 / [+3 and (lawful or silver)], immunities, death throes, tanar’ri, outsider |
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Saves |
Fort +12 |
Ref +10 |
Will +13 |
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Abilities |
Str 25 |
Dex 15 |
Con 19 |
Int 20 |
Wis 20 |
Cha 16 |
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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 |
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Feats |
Improved Initiative, Combat Reflexes, Cleave, Power Attack |
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Climate |
Abyss |
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Organization |
Solitary |
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Rating (CR) |
18 |
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Treasure |
Double Standard |
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Alignment |
Always Chaotic Evil |
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Advancement |
14 – 19 HD (Large), 20 – 39 HD (Huge) |
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· 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:
· 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:
· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.
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