Werebalor (3.5e Creature)

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Werebalor[edit]

Humanoid Form Balor Form Hybrid Form
Size/Type: Medium Humanoid Shapechanger (Chaotic, Demon, Extraplanar, Evil) Large Humanoid Shapechanger (Chaotic, Demon, Extraplanar, Evil) Large Humanoid Shapechanger (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 1d8+3 plus 20d8+160 (247 hp) 1d8+3 plus 20d8+160 (247 hp) 1d8+3 plus 20d8+160 (247 hp)
Initiative: +6 +9 +9
Speed: 30 ft. (6 squares) 40 ft. (8 squares), Fly 90 ft. (good) 30 ft. (6 squares), Fly 45 ft. (good)
Armor Class: 21 (+2 natural, +2 Night Leather, +5 Chain Mail, +2 Dex), touch 12, flat-footed 19 35 (–1 size, +5 Dex, +21 natural),, touch 14, flat-footed 30 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Base Attack/Grapple: +24/+19/+14/+9/+24 +29/+24/+19/+14/+34 +29/+24/+19/+14/+34
Attack: Greataxe +24 Melee (1d12+6/x3) +1 Vorpal Longsword +29 Melee (2d6+15 plus Curse of Lycanthropy /19-20) Greataxe +29 Melee (1d12+15/x3)
Full Attack: Greataxe +24/+19/+14/+9 melee (1d12+6/x3) +1 Vorpal Longsword +29/+24/+19/+14 Melee (2d6+15 plus Curse of Lycanthropy /19-20) and +1 Flaming Whip +29/+24 Melee (1d4+4 plus 1d6 fire plus entangle) Greataxe +29//+24/+19/+14 melee (1d12+15/x3)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft. (20 ft. with Flaming Whip) 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, Death Throes, Entangle, Spell-like Abilities, Summon Demon, Vorpal Sword
Special Qualities: Alternate form, Demon Empathy Alternate form, Demon Empathy, damage reduction 15/(Cold Iron + Good, or Silver) , Dark Vision 60 ft., Flaming Body, Immunity to (Electricity, Fire, and Poison), Resistance Acid&Cold 10, Spell Resistance 28, Telepathy 100 ft., True Seeing Alternate form, Demon Empathy, damage reduction 10/Silver
Saves: Fort +15, Ref +14, Will +14 Fort +20, Ref +17, Will +14 Fort +20, Ref +17, Will +14
Abilities: Str 18, Dex 14, Con 17, Int 10, Wis 14, Cha 12 Str 30, Dex 21, Con 27, Int 10, Wis 14, Cha 12 Str 30, Dex 21, Con 27, Int 10, Wis 14, Cha 12
Skills: Bluff +15, Concentration +16, Diplomacy +10, Disguise +10 (+12 acting), Hide +10, Intimidate +22, Knowledge (Any two) +10, Listen +10, Move Silently +10, Search +10, Sense Motive +15, Spellcraft +14 (+14 Scrolls), Spot +10, Survival +10 (+12 following tracks), Use Magic Device +10 (+12 Scrolls) Bluff +15, Concentration +16, Diplomacy +10, Disguise +10 (+12 acting), Hide +10, Intimidate +22, Knowledge (Any two) +10, Listen +10, Move Silently +10, Search +10, Sense Motive +15, Spellcraft +14 (+14 Scrolls), Spot +10, Survival +10 (+12 following tracks), Use Magic Device +10 (+12 Scrolls) Bluff +15, Concentration +16, Diplomacy +10, Disguise +10 (+12 acting), Hide +10, Intimidate +22, Knowledge (Any two) +10, Listen +10, Move Silently +10, Search +10, Sense Motive +15, Spellcraft +14 (+14 Scrolls), Spot +10, Survival +10 (+12 following tracks), Use Magic Device +10 (+12 Scrolls)
Feats: Improved Initiative, Iron Will, Power Attack, Cleave, Weapon Focus (longsword), Two Weapon Fighting, Improved Two Weapon Fighting, Quicken Spell-like Ability (Telekinesis) (same as humanoid form) (same as humanoid form)
Environment: As Base Creature As Base Creature As Base Creature
Organization: Solitary Solitary Solitary
Challenge Rating: 18 18 18
Treasure: Standard coins; double goods; standard items Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip Standard coins; double goods; standard items
Alignment: As Base Creature Always Chaotic Evil As Base Creature
Advancement: As Base Creature As Base Creature As Base Creature
Level Adjustment: +18 +18 +18


The paladin standing before you screams under the full moon, "Get away! PLEASE!! I DON'T WANT THIS!!!". His body sizzles and pops as the scent of brimstone fills the air. Screams of agony, pain, and despair fill the forest as his skin turns a dark red, and his body bursts into flames. An evil presence surrounds you as a large 12 ft. tall winged, horned beast rises up from the fetal position the paladin was once in. "Now", You hear, "Let's see how many I can kill, before my time is up.".


Combat[edit]

Special Abilities[edit]

Curse of Lycanthropy: Unlike normal Lycanthropes, a Werebalor passes on the Curse of Lycanthropy with it's vorpal sword. Creatures struck by a werebalor's vorpal sword must make a DC 15 Fortitude save or become cursed with Werebalor Lycanthropy. If the victim is not within one size category of the monstrous lycanthrope’s monster form (for example, a hill giant bitten by a weresprite), the victim cannot contract lycanthropy from that creature.

Death Throes: When killed in Balor form, a werebalor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 28 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle: A werebalor that shifts to balor form has a +1 flaming whip summoned to it's hand. It 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 werebalor immediately make opposed Strength checks; if the werebalor wins, it drags the target against its flaming body (see below). The target remains anchored against the werebalor’s body until it escapes the whip.

Spell-like Abilities: At will— blasphemy (DC 18), dominate monster (DC 20), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 18), power word stun, telekinesis (DC 16), unholy aura (DC 19); 1/day—fire storm (DC 19), implosion (DC 20). Caster level 20th. The save DCs are Charisma-based.

Summon Demon: Once per day a werebalor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell. The creatures summoned treat the werebalor as a normal Balor while it's in Balor form, but may become hostile to it once it shifts to normal or hybrid form.

Vorpal Sword: When a werebalor shifts to Balor form, whether willingly or by full moon, a large +1 Vorpal Longsword appears in one of it's hands. A werebalor that lost control guards it's sword carefully, as it's the only way it can pass on the curse. The werebalor's sword vanishes when the werebalor shifts back to normal or hybrid form. If the sword breaks, a new one will appear next time the werebalor shifts to Balor form.

Special Qualities[edit]

Alternate Form: Werebalors can shift between their forms as a standard action, if the succeed the normal Control Shape check, just as normal lycanthropes. Werebalors that shift to Balor form become chaotic evil during this time, even if it was done on purpose with a Control Shape check. Werebalors must resist the urge to shift on a full moon, as normal, but certain experiences may also cause a change. It falls on the DM whether or not a scenario is gruesome enough to possibly force a change. Normally scenes of intense evil, bloodshed, or anger can cause a werebalor to change form. Especially if the werebalor is directly involved in it.

Demon Empathy: Werebalors have a +4 to charisma based checks when dealing with evil outsiders, and a -4 to charisma based checks with good outsiders.

Flaming Body: The body of a werebalor in Balor form is wreathed in flame. Anyone grappling a werebalor takes 6d6 points of fire damage each round.

True Seeing: A werebalor in Balor form has a continuous true seeing ability, as the spell (caster level 20th).

Typical Physical Characteristics[edit]

Werebalors in normal form have an appearance similar to tieflings. When a creature becomes a werebalor this change in appearance is gradual, taking place over several weeks. Werebalors in hybrid form grow long horns, and wickedly sharp teeth. Their skin turns a darker red, similar to a half-fiend in many ways. Medium sized wings sprout from it's back, allowing flight. Werebalors in Balor form always become chaotic evil, taking on a terrifying destructive persona.

Alignment:

The difference between a normal Lycanthrope and a Werebalor, is the drastic change in alignment. Werebalors in Balor form always become chaotic evil, regardless of their prior alignment. Many Werebalors are good, because of the difference in becoming a werebalor from normal Lycanthropes.

Lore[edit]

Becoming a werebalor is a terrible thing, especially for good characters. Usually any creature that becomes a werebalor was cursed by a similar demon. Werebalors learn of their affliction on the next full moon, just as normal lycanthropes. Many werebalors have described the experience as an evil one, and that they felt a pure malevolence wash over them before blacking out. All werebalors are afflicted, meaning that they cannot control their form without a successful Control Shape check. Werebalors that shift into full form by failing the Control Shape check loose themselves, and take on a demonic and destructive personality. Werebalors can pass on their affliction by striking a creature with their vorpal longsword.

For Player Characters[edit]

The Werebalor creature was made using the Monstrous Lycanthrope template created by Green Ronin Publishing, found in the Advanced Bestiary.


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