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BalorCreature 20


CELargeDemonFiend
Source Pathfinder Bestiary
Perception +36 (darkvision; true seeing)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Acrobatics +35, Athletics +37, Deception +36, Diplomacy +32, Intimidation +38, Religion +32, Society +32, Stealth +33
Str +9, Dex +7, Con +9, Int +6, Wis +6, Cha +8

AC 45; Fort +39; Reflex +35; Will +34; +1 status to all saves vs. magic
HP 480
Speed 35 feet (fly 70 feet)
Immunities fire
Weaknesses Cold 20, Coldiron 20, Good 20

Vorpal Cold Iron Silver Longsword One Action +40 (+35, +30) to hit (evil, magical, reach 10, versatile p) 4d8+17 Slashing
Cold Iron Silver Flame Whip One Action +40 (+35, +30) to hit (disarm, evil, fire, magical, reach 20, trip) 4d6+17 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

The balor can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Aura of Flame (aura, divine, evocation, fire)

20 feet Aura


A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has Grabbed or Restrained it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage.

Death Throes (death, divine, evocation, fire)

When a balor dies, their body explodes in a 100-Foot Aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 basic reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor's death throes are completely incinerated into fine ash.

Dimensional Dervish

A balor can cast their 5th-level innate Dimension Door with only a single action.

Dispelling Strike Free Action

Frequency once per round.

Trigger The balor hits a creature, object, or spell effect with a weapon Strike.


Effect The balor casts an innate Dispel Magic on the target of the triggering Strike.

Infuse Weapons (divine, evocation)

Any weapon a balor wields becomes a +3 Major Striking Vorpal weapon made of cold iron and silver while the demon holds it. A weapon that isn't eligible for the vorpal rune doesn't gain its effects. The balor can change its evil damage to chaotic whenever it attacks. The demon can conjure a whip made of flames with an Interact action. This whip gains the same benefits as other weapons the balor wields.

Lifedrinker Free Action (divine, healing, necromancy)

Trigger The balor kills a living creature that is at least 15th level.


Effect The balor drinks the triggering creature's life force and regains 10d8+80 Hit Points.

Whip Reposition

When a balor Grabs a creature with a whip Strike, they can move the creature to any space in the whip's reach. The balor can move without ending the grab as long as the creature remains within the whip's reach, and the balor can move the creature to any other space in the whip's reach with an Interact action.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Divine Innate Spells (DC 44, +36 to hit)

Cantrips (10th Level): Telekinetic Projectile
2nd Level: Dispel Magic (At Will)
4th Level: Dimension Door, Dimension Door (At Will)
6th Level: Dominate (At Will), True Seeing (Constant)
7th Level: Divine Decree

Divine Rituals

1st Level: Abyssal Pact


When folk whisper frightened tales of the demonic, what most envision is the balor-a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls-those who devoted entire lives to sins too numerous to count-can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.

Balor Lords

Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord.


When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.