Balor
Demons
4,500 lbs
38

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2
10
2

Longsword
 
Whip


  • Natural Armor:
  • Natural Armor +7
    0 gp


  • Passive Abilities:
  • Weapon Size: Huge

  • Abilities:
  • Balor Demon Summoning

  • Quick Abilities:
  • Bullwhip
    300 gp

  • Attack Abilities:
  • Fire Attack (3d6)
    4200 gp
  • Pommel Strike
    150 gp
  • Arcing Slash
    500 gp
  • Ensnaring Whip
    100 gp
  • Lacerating Strike
    400 gp

  • Free Abilities:
  • Death Throes - Fire 20d6 (30)

  • Reaction Abilities:
  • Fire Aura (3d6)


  • Spellcasting |
  • | Blazing Cleave Fire Bolt
  • | Burning Hands Elemental Sphere Hellish Rebuke Magmin Grasp
  • | Bloodflame Scatter Draining Star Flame Jet Hurl Flame
  • | Bloodflame Boon Burning Coal Explosive Ghostflame Fireball Lava Splash
  • | Firestride Exhalation Ghostflame Breath Lava Eruption Wall of Fire
  • | Earth Spout Fire and Brimstone Incendiary Incantation
  • | Graveash Cloud Hellfire Blast Umbral Shackles
  • | Delayed Blast Fireball Fire Storm Obsidian Oven


  • Monster Bits:
  • 270 Fiendish Essence
    1.5 gp

In the scorching air filled with ash and smoke, this colossal malevolence exudes an unmistakable evil aura. Towering as tall as a storm giant, it wields a sword crackling with electricity in one clawed hand, and a flaming whip, serpentine in its writhing, in the other. Bat-like wings, composed of fiery sparks and shadow, flex as baleful eyes glare around, a manifestation of ominous power and dark intent.

Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.

Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.

Demons
Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.

Spawn of Chaos.

The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.

Capricious Elevation.

Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.

A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.

By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.

Abyssal Invasions.

Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.

Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.

Signs of Corruption.

Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.

Eternal Evil.

Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.

The only way to truly destroy a demon is to seek it in the Abyss and kill it there.

Protected Essence.

A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.

Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.

Demonic Cults.

Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.

Demon Summoning.

Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.

Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.

Bound Demons.

The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.

An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.

Demonic Possession.

No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.

As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.

Demons
Creature Sub Type

😈🌪️ Demons: Abyssal Harbingers of Chaos

Demons are the raw, untamed essence of destruction, spawned in the roiling chaos of the Infinite Layers of the Abyss. 🕳️ These malevolent fiends are the embodiment of anarchy, their monstrous forms barely containing the seething energies of madness and ruin. From the lowliest dretch to the cataclysmic balor, demons surge forth as relentless agents of mayhem, driven by an insatiable urge to corrupt, defile, and annihilate. In any campaign, they are the ultimate force of disorder, their presence a storm that threatens to unravel the fabric of existence itself.

🌑 Unveiling the Abyssal Horrors: Origins of Chaos

Demons are born in the darkest depths of creation, where reality frays into a nightmare of endless turmoil. 🌀 The Abyss, a plane of infinite, ever-shifting layers, is their crucible, each layer a twisted reflection of chaos’s boundless nature. Here, demons emerge not from flesh but from the raw stuff of malevolence, their forms sculpted by the Abyss’s capricious will. They are the antithesis of order, their existence a rebellion against structure, harmony, and life itself, making them harbingers of doom in any world they invade.

Game Masters can root demons in their campaign’s cosmology—perhaps the Abyss is a wound in reality, a god’s shattered dream, or a prison for primal evils. Their origins offer flexibility, allowing demons to serve as cosmic threats, local terrors, or the fallout of a failed ritual.

🧬 Soulforge of the Abyss: Twisted Mortal Spirits

Demons are not born but forged, their essence drawn from mortal souls condemned to the Abyss’s torment. 🖤 These souls, stripped of their humanity, are those who in life embraced chaos—bandits who reveled in lawlessness, tyrants who sowed discord, or dreamers consumed by hateful obsessions. In the Abyss, they are unmade and remade, their spirits warped into nightmarish forms that reflect their sins: a glutton’s soul bloated into a gibbering dretch, a warrior’s rage forged into a hulking hezrou. This transformation severs all ties to their mortal past, leaving only a creature of pure, destructive instinct.

GMs can use this transformation to add depth—perhaps a demon retains a flicker of its mortal life, a vulnerability heroes can exploit, or a campaign hinges on preventing a soul’s descent into demonic rebirth. The process grounds demons in mortal folly, making their horror all the more personal.

🗡️ Wayward Believers: Champions of Anarchy

The souls that become demons were often those who rejected order in life, embracing the freedom of chaos or the power of destruction. 🩸 Some were anarchists who burned cities to ash, others philosophers who saw morality as a cage. Their beliefs, twisted by malice, drew them to the Abyss, where their ideals were distilled into pure malevolence. Even hateful thoughts—envy, wrath, despair—can coalesce into demonic forms, birthed from the collective darkness of mortal minds.

This origin allows GMs to craft demons that mirror their world’s conflicts. A setting plagued by rebellion might spawn demons of defiance, while one steeped in betrayal breeds fiends of deceit. Their mortal roots make them relatable yet alien, a twisted reflection of the campaign’s themes.

🦂 Varieties of Demonic Malevolence: A Legion of Terrors

Demons are as diverse as the chaos they embody, their forms a grotesque gallery of horror. 🕷️ Dretches shuffle as mindless, oozing wretches, while quasits skitter as venomous tricksters. Vrocks swoop with vulture-like savagery, and glabrezu tempt with honeyed lies and crushing claws. At the apex stand balors, towering infernos of rage whose mere presence scorches the earth. Each demon is a unique nightmare, its abilities—claws, venom, psychic screams, or reality-warping magic—reflecting the Abyss’s boundless creativity.

GMs can tailor demons to any encounter, from swarms of lesser fiends overwhelming a village to a single marilith cutting through armies with her bladed dance. Their variety ensures no two demonic threats feel the same, keeping players on edge.

👑 The Infernal Hierarchy: Lords of the Abyss

Amid the Abyss’s chaos, a brutal hierarchy reigns, crowned by the Demon Lords—beings of unfathomable power and cruelty. 🧠 Each lord rules a layer of the Abyss, from Demogorgon’s twin-headed madness to Orcus’s necromantic dominion. These titans command legions of lesser demons, their schemes shaking the multiverse as they war against each other and the forces of good. Their cunning rivals their might, weaving plots that span planes, their influence corrupting mortals and fiends alike.

Game Masters can use Demon Lords as campaign-defining villains, their layers serving as deadly dungeons or their cults as insidious threats. A lord’s presence elevates any story, turning a demonic incursion into an apocalyptic struggle.

⚔️ The Eternal Struggle: Chaos Against Cosmos

Demons are the eternal foes of order and virtue, their existence a relentless assault on the multiverse’s balance. 🌌 They corrupt the pure, shatter the just, and unravel the laws that bind reality. Every demon, from the lowliest manes to the mightiest lord, seeks to drown the world in chaos, their actions a tide that erodes hope and harmony. Heroes who face them are not merely fighting monsters but defending the very fabric of existence, their battles a stand against oblivion.

GMs can frame this struggle to suit their narrative—demons as invaders breaching a holy realm, saboteurs undermining a fragile peace, or tempters luring heroes to ruin. Their opposition to order makes them versatile antagonists, their chaos a catalyst for epic quests.

📜 Unraveling the Abyssal Mystery: Secrets of Demonology

To combat demons, heroes must delve into the forbidden art of demonology, unearthing secrets buried in ancient tomes or whispered by mad seers. 🧙‍♂️ Scholars seek the Abyss’s vulnerabilities—banishment rituals, wards forged in celestial light, or names that bind demons to obedience. Adventurers hunt relics to sever demonic anchors or lore to weaken a lord’s power. This pursuit is fraught with peril, for the Abyss’s knowledge corrupts as readily as its denizens, tempting the wise with power that leads to damnation.

Game Masters can make demonology a campaign’s heart, with players racing to uncover a lord’s true name or crafting a weapon to slay an unkillable fiend. The mystery ensures demons remain enigmatic, their defeat a triumph of knowledge and courage.

🌑 Engines of Anarchy

Demons are the pulse of chaos, their every act a scream against the ordered world. 😈 In any setting, they adapt—raging through war-torn planes as harbingers of ruin, or slinking through civilized lands as corruptors of the soul. In worlds like Zin, where shadows breed ancient evils, demons might pour from rifts in forgotten depths, their chaos threatening to drown the land in blood. They are the ultimate challenge, their malevolence a fire that tests heroes’ resolve, forcing them to confront not just monsters but the darkness within themselves.

To face a demon is to battle the Abyss itself, a foe that knows no restraint and seeks no mercy. Heroes who triumph may banish a lord or seal a rift, but the Abyss endures, its laughter a promise of chaos yet to come. 🌪️

  • Special Senses:
  • Fiendsight: +60

  • Damage Type Immunity:
  • Poison

  • Immune to Status Effect:
  • Poisoned

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