Demon (Balor) ★
Passive
Active
- Opportunity Attacks
- Summon (Minions) +7
- Barbed Tail +12 : 4 (Ensnare, First Strike, Doomed, Venom, Fire)
- Bite +12 : 5 (Diseased, Fire)
- Claw +12 : 5 (Bleeding, Fire)
- Fire Breath +12 : 1d6 (Fire)
- Unholy Great Flail +12 : 7 (Crushing, Knockdown, Fire)
- Unholy Great Sword +12 : 7 (Defender, Knockdown, Fire)
Phases
- Explodes +12 (Dying):
At the end of the round in which the monster is slain, it explodes in a dramatic ball of fury, dealing 1d6 damage to all in a melee space of its corpse, and effecting the peril of an appropriate maleficence (as determined by the GM).
- Spirit Jar (Dying):
When the monster dies, its spirit returns to its native realm, or to a magical receptacle that binds it (see the monster's description). Once its spirit is thus vouchsafed, the monster may later reincarnate in the material realm after a specified period of time. Destroying the monster's spirit permanently requires A) killing the monster in its native realm, or B) performing a special ritual that binds the spirit in order to later exorcise it, at the GM's discretion.
Lore
TBD
These are the epitome of fallen angels: gigantic, winged demons cast down into darkness to guard forbidden places or stalk hellish domains of fire ruled over by even more powerful cosmic entities. The Balor are so incredible as to inspire fear in other demons, and often operate as an ultimate weapon or guardian/gatekeeper, tasked with carrying out an evil god or demigod’s divine will.
