Balrog, LotR (3.5e Creature)
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[edit] Balrog
| Size/Type: | Huge Outsider (Maia Demon) |
|---|---|
| Hit Dice: | 20d8+200 (290 hp) |
| Initiative: | +11 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 37 (–3 size, +7 Dex, +23 natural), touch 16, flat-footed 28 |
| Base Attack/Grapple: | +20/+36 |
| Attack: | +1 vorpal longsword +35 melee (3d6+12/19–20) |
| Full Attack: | +1 vorpal longsword +35/+31/+27/+23 melee (3d6+12/19–20) and +1 flaming whip +32/+28 melee (1d6+8 plus 1d6 fire plus entangle); or 2 slams +31 melee (2D80+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 43, Dex 23, Con 35, 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: | Underground, or in the armies of Morgoth |
| Organization: | Solitary or Legion (Gothmog, Lord of the Balrogs and 6 balrogs) |
| Challenge Rating: | 20 |
| Treasure: | Standard coins; double goods; standard items, plus +1 Huge vorpal greatsword and +1 Huge flaming whip |
| Alignment: | Always chaotic evil |
| Advancement: | 21+ HD (Huge) |
| Level Adjustment: | — |
See This Page for background information.
[edit] Combat
A Balrog’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.
A Balrog’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex):When killed, a Balrog 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 Balrog is holding. The save DC is Consitution-based.
Entangle (Ex): A Balrog’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 Balrog immediately make opposed Strength checks; if the Balrog wins, it drags the target against its flaming body (see below). The target remains anchored against the Balrog’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.
Vorpal Sword (Su): Every Balrog carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.
Flaming Body (Su): The body of a Balrog is wreathed in flame.
Anyone grappling a Balrog takes 6d6 points of fire damage each round.
True Seeing (Su): Balrogs have a continuous true seeing ability, as the spell (caster level 20th).
Skills: Balrogs have a +8 racial bonus on Listen and Spot checks.
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