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Pathfinder Second Edition

Compendium

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Balor

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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.

Attributes

Balor

Creature 20

CELargeDemon, Fiend
  • Perception36; darkvision, true seeing
  • LanguagesAbyssal, Celestial, Draconic; telepathy 100 feet
  • Skills acrobatics 35 athletics 37 deception 36 diplomacy 32 intimidation 38 religion 32 society 32 stealth 33
  • Str9Dex7Con9Int 6Wis6Cha8
  • Items longsword
  • AC 45 Fort39Ref35Will34 (+1 status to all saves vs. magic)
  • HP 480 Immunitiesfire Weaknessescold 20, cold iron 20, good 20
  • Aura of Flame 20 feet. A foe that starts its turn in the aura takes 3d6+10 (3d6+10) fire damage, or 6d6+20 (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 (3d6+10) fire damage, and weapons that hit a balor take 3d6+10 (3d6+10) fire damage. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Death Throes When a balor dies, their body explodes in a 100-foot aura of intense demonic flame. All creatures and objects in range take 16d10 (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.
  • Attack of Opportunity TriggerA creature within the balor’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 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. 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.
  • Dispelling Strike TriggerThe balor hits a creature, object, or spell effect with a weapon Strike. Frequency: once per round. Effect: The balor casts an innate dispel magic on the target of the triggering Strike.
  • Lifedrinker TriggerThe 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 (10d8+80) Hit Points.
  • Speed35 feet, fly 70 feet
  • Melee vorpal cold iron silver longsword 40 (evil, magical, reach 10 feet, versatile P) Damage4d8+7 slashing cold iron silver flame whip 40 (disarm, evil, fire, magical, reach 20 feet, trip) Damage4d6+17 fire and Improved Grab, and whip reposition
  • Cantrips telekinetic projectile
  • Dimensional Dervish A balor can cast their 5th-level innate dimension door with only a single action.
  • 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.
  • 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.
  • Divine Innate Spells DC 44; 10th dimension door, divine decree (×2); 8th dispel magic (at will); 6th dominate (at will); 5th dimension door (at will); Cantrips (10th) telekinetic projectile; Constant (6th) true seeing
  • Divine Rituals DC 44; Abyssal pact