KING
Balor

Balor

Fiend · Crown of Wrath

T5d12Sovereign

Abyssal tanar'ri lords, balors whip with flaming swords, wings battering while summoning demon hordes.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind18+4d8
Sense22+6d12
Heart16+3d6
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Abyssal Lord

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

Passive

Fire Aura

A creature that starts its turn within 5 ft of the balor takes 1 Vigor damage.

Passive

Death Throes

When killed it detonates. Each creature within 30 ft makes a Body save (DC 19) or takes 5 damage; on a success, 1 Vigor damage.

Maneuvers

Maneuver

Whip Pull

Lashes its flame whip at one creature within 30 ft, who makes a Body save (DC 19) or takes 1 Vigor damage and is dragged 25 ft into the Fire Aura.

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

Summon Demon

Telegraph · disrupt d6

Roars a gate open to the Abyss. Two Tier 3 minor demons claw through and act on the balor's initiative next round.

Tactics

GM tactics

Generals of the Abyss. Commands demon armies. Whips enemies into Fire Aura range. Death Throes makes even victory costly.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.