Balor, Cora Variant (3.5e Creature)

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CR 12

CE Large Outsider (Chaotic, Demon, Extraplanar, Evil)
Init/Senses +11/darkvision 60 ft., telepathy 100 ft., true seeing; Listen +20, Spot +20
Languages Abbysal
AC 26, touch 16, flat-footed 19
(–1 size, +7 Dex, +10 natural)
hp 174 (12 HD); DR 10/cold iron and good, death throes
Immune electricity, fire, and poison
SR/Resist 20/acid 10 and cold 10
Fort/Ref/Will +18/+15/+13
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee +1 vorpal longsword +19/+14/+9 melee (2d6+6/19–20) and +1 flaming whip +19/+14 melee (1d4+4 plus 1d6 fire plus entangle) or
Melee slams +22/+22 melee (1d10+4)
Space/Reach 10 ft./10 ft. (20 ft. with +1 flaming whip)
Base Atk/Grp +12/+25
Special Actions summon demon
Spell-Like Abilities (Caster level 10th. The save DCs are Charisma-based):
3/day—greater teleport (self plus 50 pounds of objects only
Abilities Str 29, Dex 25, Con 31, Int 24, Wis 20, Cha 18
SQ flaming body
Feats Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting
Skills Bluff +19, Concentration +25, Diplomacy +19, Disguise +4 (+6 acting), Hide +18, Intimidate +24 (balors may use Str for intimidate), Knowledge (any two) +22, Listen +20, Move Silently +22, Search +22, Sense Motive +20, Spellcraft +19 (+21 scrolls), Spot +20, Survival +20 (+22 following tracks), Use Magic Device +19 (+21 scrolls)
Possessions Standard coins; double goods; standard items, plus Large +1 vorpal Longsword and +1 flaming whip
Death Throes (Ex) When killed, a balor explodes in a blinding flash of light that deals 50 points of damage to anything within 100 feet (Reflex DC 24 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.
Vorpal Sword (Su) Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.
Summon Demon (Sp) Once per day a balor can automatically summon 2d4 dretches, or 1 hezrou. This ability is the equivalent of a 6th-level spell.
Flaming Body (Su) The body of a balor is wreathed in flame. Anyone grappling a balor takes 4d6 points of fire damage each round.
True Seeing (Su) Balors have a continuous true seeing ability, as the spell (caster level 10th).

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.

A balor’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 balor’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.

Skills: Balors have a +8 racial bonus on Listen and Spot checks.

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