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Infernal, Balor

Winged humanoid infernals who stand between 10 to 14 feet tall and weigh roughly 450 pounds

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class22 (m)
Hit Dice8+8*
Number Appearing1d3 Lair 1d6
Attacks1 sword, or 1 whip, + special
Damage1d12+1 sword, 2d6+1 whip, + special
Movement30' Fly 60'
Save AsFighter: 8
Morale10
XP944
Treasure TypeF

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.

Special Abilities

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.
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.
Immune to Non-magical Weapons: As they are otherworldly creatures, a balor cannot be harmed by non-magical weapons.
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.
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.
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.
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.