BalorHD:d8
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Balor body, Fiend whip, +1 Str |
2 | +2 | +3 | +0 | +3 | Demon, Flaming body +1 Con |
3 | +3 | +3 | +1 | +3 | Abyss Skin, Ravage, +1 Str |
4 | +4 | +4 | +1 | +4 | Wings, +1 Con |
5 | +5 | +4 | +1 | +4 | Growth, Entangle, +1 Str |
6 | +6 | +5 | +2 | +5 | Balor Magic, Dispel Magic, +1 Con |
7 | +7 | +5 | +2 | +5 | Summon Demon, +1 Cha |
8 | +8 | +6 | +2 | +5 | Executor, +1 Str |
9 | +9 | +6 | +3 | +6 | Telekinesis, +1 Cha |
10 | +10 | +7 | +3 | +7 | Teleport, +1 Con |
11 | +11 | +7 | +3 | +7 | True Seeing, +1 Cha, +1 Str |
12 | +12 | +8 | +4 | +8 | Firestorm, +1 Con |
13 | +13 | +8 | +4 | +8 | Unholy Aura, +1 Cha, + Str |
14 | +14 | +9 | +4 | +9 | Insanity, +1 Con |
15 | +15 | +9 | +5 | +9 | Power Word Stun, +1 Cha, +1 Str |
16 | +16 | +10 | +5 | +10 | Dominate Monster, +1 Con |
17 | +17 | +10 | +5 | +10 | Blasphemy, +1 Cha, +1 Str |
18 | +18 | +11 | +6 | +11 | Implosion, +1 Con |
19 | +19 | +11 | +6 | +11 | Carnage, +1 Str, +1 Con, +1 Cha |
20 | +20 | +12 | +6 | +12 | Death throes, Ferocious Destruction, +1 Str, +1 Con, +1 Cha |
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device
Proficiencies:Simple and martial weapons, Whip, its own natural weapons.
Features:Balor body:The balor loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d8 damage each.
The Balor also gains a bonus to Nat armor equal to his Con modifier.
Ability increase:The Balor gains +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 19, 20
The Balor gains +1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20
The Balor gains +1 Cha at levels 7, 9, 11, 13, 15, 17, 19, 20
Fiend whip:The balor can, as a fullround acion, summon/dismiss a masterwork whip apropriate to his size wich deals bludgeoding and slashing damage regardless of the target's Nat armor/armor. The Balor takes no penalty for attacking with the whip in one hand and another weapon in the other.
At 4HD it summons/dismisses as a standard actin and the whip gains +1 enanchment bonus
At 8HD it summons/dismisses as a move action and the whip gains +1 enanchment bonus and the flaming property.
At 12HD it summons/dismisses as a swift action and the whip can be further enchanted as a normal weapon, keeping it's properties when dismissed.
Demon: gain resistance to electricity and a bonus on saves against poison equal to his HD, and resistance to fire, acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and chaotic subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.
Flaming body: As a swift action, can summon/dismiss flames around it's body wich deals 1d6 fire damage per 2HD against any grappling enemy.
Abyss Skin:The Balor gains DR/cold iron and good equal to half it's HD and SR equal to 11+HD. It may raise or drop its SR at any time as a free action, even if it isn't its turn.
Ravage: The Balor is a force of pure destruction, taking special pleasure in destroying what others created. Whenever it hits or is hit with a melee attack, it may perform a sunder as a free action whitout provoking attacks of oportunity on the engaging enemy, gaining a bonus on the damage equal to it's Cha mod. Items destroyed by the Balor crystalize into jewels worth the same amount as the destroyed item.
The Balor is also capable of sundering armors.
Wings:The Balor can fly at the speed of 5 feets per HD, with good maneuverability.
Growth:Increase one size category.
Entangle:The Balor's whip entangles foes much like an attack with a net. The whip has 5HP per HD. 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. The target remains anchored against the balor’s body until it escapes the whip.
Balor Magic: When a spell apears in the entry, the Balor can use it as a SLA acertain number of times per day depending on it's HD. Save DCs are 10+1/2HD+Cha mod.
In adition, the Balor's SLAs may have extra effects compared to the normal spell. Check each entry for details.
Dispel Magic:1/day for HD, upgrades to greater dispel magic at 11 HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit.
Summon demon:Once per day as a standard action, the Balor can summon reinforcments, depending on its HD:
7HD:4d10 dretches,
12HD:1d4 hezrous,
14HD:glabrezu
16HD:nalfeshnee,
18HD: marilith
20HD: Another Balor
Those demons serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.
Executor: As a swift action once per day per HD, the Balor can give the vorpal and flaming properties to any slashing weapon it wields for 1 round. At 20HD, this ability is active all the time.
Telekinesis: 1/day per HD. The Balor may keep concentration as a swift action.
Teleport: 1/day for 3 HD, upgrades to greater teleport at 13HD. If this is used to teleport into melee range of an enemy, you can use it as a move action.
True Seeing As the spell, permanent effect.
Firestorm: 1/day for each 2HD. No damage cap, and half the damage is profane damage.
Unholy Aura: 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones, and it affects even creatures immune to ability damage, but they gain a +5 bonus on their save.
Insanity:1/day for each 2HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit. It ignores immunity to Mind-affecting, but such oponents gain a +5 on their save.
Power Word Stun:1/day for each 2HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit.
Dominate Monster:1/day for each HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit. It ignores immunity to Mind-affecting, but such oponents gain a +5 on their save.
Blasphemy:1/day for each 2HD.
Implosion:1/day for each 4HD. The Balor may keep concentration as a swift action.
Carnage: Whenever the Balor scores a sucessfull critical hit with a weapon, he may immediatily make another attack as a free action to any target whitin reach. As long as the Balor scores sucessfull critical hits he can keep attacking while there's targets whitin reach.
Death throes:When killed, a balor explodes in a blinding flash of light that deals 2d6 points of damage per HD to anything within 5 feets per HD (Reflex DC 10+1/2 H+Con for half damage). If he kills oponent with his death throes whose combined HD is equal or bigger to the Balor's HD, he re-forms 24 hours later on any place he has been to without experience loss.
Ferocious Destruction:At 20th level, the Balor is truly a living engine of chaos and death, striking whitout any hesitation, mercy or remorse while laughing at fancy enemy defences. The Balor now ignores any bonus to AC that isn't Size, Dex, Armor or Natural Armor, and its basic attacks cannot be reacted to with Immediate actions or free actions. In addition it can also now perform a basic attack as an immediate action at will.
CommentsBig, red an on fire, the Balor gets the best ability bonus so far, with a whooping +10 Str, +10 Con and +8 Cha.
In return, it is only a pseudo-caster instead of a true caster, plus slower and smaller than the dragons. Also most of his offensive SLAs are easily countered.
His SLAs only start kicking in at mid levels, so it must rely in melee at low levels. Executor grants a random don't save, just die, and with the whip, full BAB and extra Str he's quite good for frontal combat.
6 Skill points per level help counter the limited SLAs to give the Balor some utility, and finaly there's the summon demon power for some nova goodnes by summoning powerfull reinforcments. Also improved death throes so that it works as a free true ressurection if you take enough enemies down with you.