KING
Balor Lieutenant

Balor Lieutenant

Fiend · Crown of Wrath

T4d10Major

Whip-cracking enforcers, balor lieutenants lead legions, fire storms raging.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind16+3d6
Sense20+5d10
Heart14+2d4
Cunning18+4d8
Fate8-1-d3

Passives

Passive

Fiendish Resilience

Flies 60 ft. Immune to fire and poison damage, and has advantage on saves against spells.

Passive

Death Throes

When killed it explodes in flame. Each creature within 20 ft makes a Body save (DC 17) or takes 4 damage; on a success, 1 Vigor damage.

Maneuvers

Maneuver

Whip Drag

Cracks its flame whip at one creature within 20 ft, who makes a Body save (DC 17) or takes 1 Vigor damage and is dragged 15 ft toward the balor.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Fire Storm

Telegraph · disrupt d6 · Body save

Fire rages outward. Each creature within 30 ft makes a Body save (DC 17) or takes 4 damage; on a success, 1 Vigor damage.

Tactics

GM tactics

Commands demon warbands. Less powerful than true balors but still devastating. Death Throes deters close combat.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.