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|This material is published under the OGL 1.0a.|
|Size/Type:||Large Outsider (Chaotic, Demon, Extraplanar, Evil)|
|Hit Dice:||20d8+200 (290 hp)|
|Speed:||40 ft. (8 squares), fly 90 ft. (good)|
|Armor Class:||35 (–1 size, +7 Dex, +19 natural), touch 16, flat-footed 28|
|Attack:||+1 vorpal longsword +33 melee (2d6+8/19–20)|
|Full Attack:||+1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19–20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)|
|Space/Reach:||10 ft./10 ft. (20 ft. with +1 flaming whip)|
|Special Attacks:||Death throes, entangle, spell-like abilities, summon demon, vorpal sword|
|Special Qualities:||Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing|
|Saves:||Fort +22, Ref +19, Will +19|
|Abilities:||Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26|
|Skills:||Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)|
|Feats:||Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)|
|Environment:||A chaotic evil-aligned plane|
|Organization:||Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous)|
|Treasure:||Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip|
|Alignment:||Always chaotic evil|
|Advancement:||21–30 HD (Large); 31–60 HD (Huge)|
A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. 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 (see below). The target remains anchored against the balor’s body until it escapes the whip.
Spell-Like Abilities: At will— blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day—fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.
Flaming Body (Su): The body of a balor is wreathed in flame.
The balor is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.
Prior to combat: Unholy aura.
Round 1: Fire storm or implosion and quickened telekinesis, or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead.
A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks.
Prior to combat: Unholy aura.