Balor Lord, need help and opinions


Advice


Thinking of using it as the final boss in my long running game.

Advanced Balor Lord Barbarian 2 CR23
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., low-light vision, true seeing; Perception +40
Aura flaming body, Flaming Aura, unholy aura (DC 28)
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Defense
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AC 50, touch 20, flat-footed 29 (+4 deflection, +9 Dex, +18 natural, + 10 Full Plate, –1 size)
hp 453 (20d10+2d12+330)
Fort +34, Ref +19, Will +27
DR 15/cold iron and good; Immune electricity, fire, poison;
Resist acid 10, cold 10; SR 31
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Offense
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Speed 50 ft., fly 100 ft. (good)
Melee +1 Unholy Greathammer +35/+30/+25/+20 (3d6+22 19-20 x4), or 2 slams +31 (1d10+14)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th)
Constant—true seeing, unholy aura (DC 28)
At will—dominate monster (DC 29), greater dispel magic,
greater teleport (self plus 50 lbs. of objects only), power
word stun, telekinesis (DC 25)
3/day—quickened telekinesis (DC 25)
1/day—blasphemy (DC 27), fire storm (DC 28), implosion (DC 29), summon (level 9, any 1 CR 19 or lower demon 100%)
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Statistics
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Str 39, Dex 29, Con 40, Int 28, Wis 28, Cha 31
Base Atk +22; CMB +37; CMD 60
Feats Cleave, Combat Reflexes, Improved Vital Strike, Improved Initiative, Greater Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Vital Strike, Weapon Focus (Greathammer), Improved Critical
Skills Acrobatics +29, Bluff +33, Diplomacy +33, Fly +34, Intimidate +33, Knowledge (history) +29, Knowledge (nobility) +29, Knowledge (planes) +32,
Knowledge (religion) +29, Perception +40, Sense Motive +32, Stealth +28, Use Magic Device +33; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, Armor mastery
Ecology
Environment any (Abyss)
Organization solitary or warband (1 balor and 2–5 glabrezus)
Treasure +1 Unholy Greathammer, +1 Spiked Ghost Touch Full Plate,
other treasure
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Special Abilities
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Rage: 21 rounds/day, +4 Moral Bonus to Strength, and Constitution, -2 AC
Moment of Clarity (Ex): The barbarian does not gain any benefit its or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.
Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Death Throes (Su) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Flaming Aura (Ex) The Balor’s body is covered in dancing flames that generate such intense heat that anyone within 10 feet of the balor take 5d6 fire damage.
Flaming Body (Su) A balor’s body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike (Su) Any slashing weapon a balor wields gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but
after this the weapon reverts to its standard magical qualities, if any.
Armor Mastery (Ex) A balor does not suffer any armor check penalties, dexterity penalties, movement penalties, or arcane spell failure from any armor the balor is wearing.

Balor Lord Ability
Master of Magic (Su) The balor lord has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th –8th level spells usable 3 times a day).

Need some ideas with the magic


Are you asking for help picking spells?

From the description it looks he would roughly get 2 1st, 2 2nd, 2 3rd, 2 4th and then either 2 6th and an 8th or 1 5th, 1 7th and 1 8th.

Given that much spell casting ability, plus all his other abilities, it seems like maybe he would have a higher CR than 23.

Sounds like a sweet final boss, though.

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Michael Wadden wrote:

Thinking of using it as the final boss in my long running game.

Advanced Balor Lord Barbarian 2 CR23
...
Melee +1 Unholy Greathammer +35/+30/+25/+20 (3d6+22 19-20 x4), or 2 slams +31 (1d10+14)

Seems to me that you are really nerfing this Balor by not giving it a slashing weapon. If I was a Balor, I am absolutely certain that I could afford a +5 unholy adamantine greatsword. And I am sure I would have the feats Improved Critical, and Critical Focus.

But maybe a real Balor is too tough for the PCs in your campaign. Maybe your PCs need an easier ultimate boss monster. Perhaps something that wields fluffy pillows?

Silver Crusade

Don't forget the Swallow Soul ability, which can take a person out and add a minion to the balor's ranks in one go.


Your creature is not proficient with the armor it wear, and CA50 seems excessive for a CR23 monster.

My suggestion is that, using the base creature, add 3HD and the Advanced and Giant creature templates, without class levels.

I think this would be a proper CR23 monster.

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I'm concerned about AC 50. For level 23 PCs, the Full BAB types are going to need 17+ to hit it, assuming 20 Str and +5 weapons.

23rd level casters vs SR 31 isn't too bad.

But 3/4 BAB melee and ranged types are going to be in big trouble. They'll only be able to hit on nautral 20s. So bards, monks, and rogues are going to feel useless, and clerics and druids will have to rely on spells.


I agree with increasing the size. (Also, you can use the new mini!)


His AC shouldn't be that big of a problem for a group of 20th lvl adventurers. AC 50 is about right for a BBEG encounter at that level.

I ran several low-epic adventurers in 3.5. At 20th/21st lvl you can expect primary combatants to have a first attack of around +40 once everything is accounted for (magic items, buff spells, high ability scores). And an AC of 10 + primary combatants first attack is proper for a BBEG; that gives a 55% chance to hit with first attacks, and much less likely chances to hit with iterative attacks, which is exactly what you want.

(Don't forget that his AC drops by 2 when he's raging.)

And that was in 3.5; in PF theres more ways to get an attack bonus increase (fighter's weapon training, ranger's favored enemy, paladin's smite evil, etc.). Honestly, I'd expect a lvl 20 paladin to be able to solo this guy so long as the paladin can deal with the Balor's flight and teleportation. Ditto for a Ranger with a high favored enemy bonus for evil outsiders.

The only what-if factor is the thing's spellcasting; a proper selection of spells will make him much tougher. Greater Magic Weapon and Magic Vestment would go a long way with this guy, but the Magic Vestment might be overkill. Heal and/or Harm would be interesting. Blink would be pretty solid too. Eagle's Splendor would up the DC of his spells/SLAs; and any of the other attribute boosting spells would be useful to him. I'd definitely consider some type of scrying spell as well; guys like that usually have ways of knowing things. And, of course, there is Haste. Also consider possibly Freedom of Movement, Death Ward, Dimensional Anchor, Invisibility/Greater Invisibility.

Sovereign Court

Ditch the hammer and the barbarian levels. They don't really add to anything the Balor can normally do. Raging is not needed because the balor should not be standing face to face in melee for too long.

For spells, you want some battlefield control spells to isolate individual PCs, especially the casters. Wall of force to restrict the field, wind wall to nerf archers, Spells that force fort saves to deal with the casters, greater invisibility should be cast ahead of the battle and other general buff spells.

Remember, Balors are SMART. He should already have done some research on the party and know their general tactics, so don't be afraid to sock it to 'em. Also, the Balor should have a friend or two around before the battle. If you let the PCs walk in on him and go nova for the first round, the battle will probably be lost. Just to be a prick, you could give him some displacement as well.


if he has vorpal strike, why is he wielding a great-hammer?


Well Personally I like the great hammer, and its different. I like the big damage on the crit instead of just an instant kill, gives players more of a chance to make the battle interesting.

Now, I have read everyones idea's, and have done some research into what I should do next

I personally like the armor mastery instead of whip mastery, because I freaking hate the whip, i'll post an updated version later tonight

Sovereign Court

Michael Wadden wrote:

Well Personally I like the great hammer, and its different. I like the big damage on the crit instead of just an instant kill, gives players more of a chance to make the battle interesting.

Now, I have read everyones idea's, and have done some research into what I should do next

I personally like the armor mastery instead of whip mastery, because I freaking hate the whip, i'll post an updated version later tonight

If you're keeping the hammer, you might as well tweak the vorpal strike ability to one that enlarges the crit range for bludgeoning weapons. You're pretty far off the reservation with this guy anyway, you might as well optimize it a bit more.


Quote:
1 5th, 1 7th and 1 8th.

He needs spell turning (wiz/sorc 7). I have learned that single enemies need this spell because it vastly improves their economy of actions.

Spell immunity, greater (cleric 8) is a good one. He can pick spells that he knows the party is capable of casting that could hurt him.

I would also heavily suggest dispel good (cleric 5) if he's fighting them on his home plane. He can hold the charge until he needs to and then send someone back to the material when they piss him off. It also makes him a really pretty target for dispel magic, with the glow and all, which will bounce directly back to the caster and then clear them out.

Or freedom of movement if you're scared he'll get grappled down.

The rest are pointless.

I'll be honest when I say that adding barbarian levels to a balor lord who casts magic is like a bard/inquisitor/mystic theurge. It sounds cool and is probably about right for your mental image, but in all reality the balor is not a melee centric monster. Him raging or even using cleave means that the encounter has become as easy as possible. He's an immortal king of demons. He does not trade full attacks.

I always like to help people make their encounters as hard as possible. Here is one for the balor. This assumes no class levels.

Tactics to make him as hard as possible:

Teleports in, flying 100ft in the air, invisible. Summons a glabrezu in the party's midst while invisible. (Glabrezu drops as many of these as he can before dying: confusion, reverse gravity, power word: stun.) Hits the party with blasphemy since it's a good surprise opener. His invisibility drops. Teleports out.

Teleports in, uses telekinesis to grapple a mage from 100ft in the air and pull him directly to him and then full attacks him. The goal for the balor is to hit the mage with the last iterative of his whip, grapple him and then full attack him with his vorpal sword. If the mage is alive at the beginning of the next turn, he drops him (10d6 falling if he's not flying) and teleports out. The mage likely dies here. One full attack from this guy could turn most d6 classes (roughly 100 hp) into paste.

Waits two rounds to wait out any readied actions. This is my favorite tactic. It tends to piss everyone off. That's fine; the balor isn't here to make people happy. If he's sustained any damage in his onslaught he uses this time to laugh at how pitiful it is.

Teleports in. Quickened telekinesis on the healer or the person healing the mage and full attacks them. He drops them, again, and then casts fire storm on them and their friends, spreading out some 20d6 fire love. He makes sure to target the mage's corpse-- he knows about breath of life and raise dead and he's not letting that fly. This pushes the person healing the mage the chance to try something drastic-- the mage is dead, they're low on health, they've got some mean spells.. and since the balor will be there for a round the cleric will probably cast something powerful... which will more than likely bounce off of the balor and back at them. The cleric/healer likely dies here, to their own spell.

Dominates the fighter. Teleports out. Waits five rounds but directs the action from there. Teleports back in. Dominates the fighter if he's been cured, or then plays dominate roulette. He will eventually get the person with the capability to cure his dominate. Makes him fight his friends. If they tie him up, teleport in 60~ ft. from the party. He needs a good spell, so, fireball. Something to get them moving.

They move to him. Maybe charge him. This is what he wants. Single attacks.

Five foot, teleports away.

Teleports in next to the dominated person.

Coup de grace the tied up person. They might get an opportunity attack or two. That's fine. They're not full attacking.

This is where it's important-- the balor should never trade full attacks with people with more attacks than him. If the heroes have more than 7 attacks combined, he should always attack once and then fly away. If it's, say, a monk and a TWF fighter they can easily do more than 15 attacks together full attacking-- that's enough to really screw the balor down. But, if he attacks once and flies away, provokes, and they charge him, he's taking 4 attacks per round and giving 1 instead of taking 15 and giving 7. If they easily crossed the 60ft. gap he placed earlier, he goes a little farther. His goal is to bait someone into coming in range of his whip and stopping so he can hit them with it and pull them into his special (Ex) non-committal grapple and then full attack them. Then he maintains the grapple with his whip and finishes the grappled person off. He uses and abuses his reach. The balor never lets anyone into base-to-base combat with him without them paying for it.

Also remember unholy aura because I think it's hilarious. If they hit him, they take 1d6 strength damage (DC 28) fort negates. That can turn "With my bonuses, I have to roll a 10 to hit" can very quickly turn into "I cannot use power attack anymore someone help me."

Then he turns to the final person and I think it'd be funny if he used plane shift to send them to the abyss. There's a good 5th level spell.

He also has dispel magic, greater if you want to do something really mean-- like have him use a major image of himself, killed and crucified on his throne. The party, shocked and put off balance, expecting the final battle, approach the throne trying to figure out what's going on. He uses dispel magic, greater single-target on each melee character while invisible until major image ends. The party might think it's someone so powerful they killed the balor lord without any effort and that might stymie their retaliation for a few precious rounds. That's all he needs.

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You want to combine Forcecages with possibly Heightened Dimensional Anchors. Maybe hit them with some Maximized Ray of Clumsiness or whatever to drop their Dex and Reflex saves first.

Also, if this is gonna be 1 BBEG against a bunch of PCs, you're going to want some Quicken Spells or Quicken Spell-like Abilities.

Maybe a Dominate Monster or Heightened Dominate Person to turn a PC against his allies.

Maybe replace the hammer with an elvenblade....isn't it an 18-20/x2 with a base of 1d10, so 2d8 at Large, and 4d6 at Huge?


"Ice Titan wrote:

Great tactics....

....Waits two rounds to wait out any readied actions. This is my favorite tactic. It tends to piss everyone off. That's fine; the balor isn't here to make people happy. If he's sustained any damage in his onslaught he uses this time to laugh at how pitiful it is....

More great tactics

How can you justify in game that he happens to wait just when there are readied actions? By ready an action if the players do something or what? I'm kind of confused.


Int 28

i would say that is the reason he knows they might have actions readied for him. lol


A readied action, in game, is nothing more than watching for a specific event in the hopes you may interfere with it or take advantage of it. Like sniping the guy who pops up before he can shoot back. Or slamming the door shut just as you ally clears it to stop the enemy pursuing him.

Anyone with a decent intelligence knows that after a hit and run attack, their opponents will be wary and watching for your return, and likely set up countermeasures. "Counterspell if he casts! Grapple so he can't run away! Ready tower shield to grant cover!"

Personally, I have always run it that if a creature can "exit" the battlefield, they can exit the fight, and as such, they can then "restart" the fight, as they please. Whether its teleporting away, running around a corner and hiding successfully, or turning invisible, the fight has "ended" and initiative sequence stops UNLESS:

A: The opponents can still track the enemy, such as with successful perception checks (possibility of success is not enough), detect magic, teleport tracing, etc.

An enemy who stays around locally can simple attack from hiding, invisible, etc, and claim a new suprise round and a new set of initiative rolls. An enemy teleportng back to the battlefield likely will get the same, unless the battlefield is small enough that there are just too few options to make it truly suprising (A 10' corridor can be watched by a huddled group of 2 or more people in the middle. A clearing inside a forest has too much space inside and too many hiding spots at the tree line.)

Of course, I am VERY generous with suprise rounds, both for monsters and PCs. I give them away like candy. My players know and expect this. Good stealth and potions of invisibility has turned this to their advantage many times.


a raging balor can not use spell-like abilities, master of magic seems just more pointless..

Taking away vorpal will hurt this creature, maybe consider using a pit fiend for a similar monster ?

Sovereign Court

Ice Titan wrote:
Lots of really awesome stuff that gave me an evilgasm

This is how a Balor SHOULD fight. I used an example similar to this to show how a ranged fighter vs a Balor is NOT and auto-win for the fighter. The damn thing has a 28 INT. That is higher than any human alive at any point in time in history. Fight smart, not hard.

Ice Titan, if you had an altar, I would sacrifice on it.


Nebelwerfer41 wrote:
Ice Titan wrote:
Lots of really awesome stuff that gave me an evilgasm

This is how a Balor SHOULD fight. I used an example similar to this to show how a ranged fighter vs a Balor is NOT and auto-win for the fighter. The damn thing has a 28 INT. That is higher than any human alive at any point in time in history. Fight smart, not hard.

Ice Titan, if you had an altar, I would sacrifice on it.

For serious, man. Ice Titan, that is some BRUTAL stuff you got going there. If I were in a party up against a beast with tactics like that, you could bet I'd planeshift to Elysium faster than the fighter can say "Dude, did Herbie just ditch us?"

(Herbie sounded like a great Sorcerer's name, I don't know why.)


golden pony wrote:
"Ice Titan wrote:

Great tactics....

....Waits two rounds to wait out any readied actions. This is my favorite tactic. It tends to piss everyone off. That's fine; the balor isn't here to make people happy. If he's sustained any damage in his onslaught he uses this time to laugh at how pitiful it is....

More great tactics

How can you justify in game that he happens to wait just when there are readied actions? By ready an action if the players do something or what? I'm kind of confused.

His tactics largely revolve around psyching his opponents out. Scare tactics. He drops minions into the fray, he one-round kills the physically weakest member of the party, he casts impressive spells like blasphemy that will probably end up hitting the low will PCs with the 2d6 str damage for 2d4 rounds. Blasphemy is awesome because of weakness in conjunction with his unholy aura if you want to save it for when he starts meleeing the survivors, btw. Last night a monster dropped blasphemy and if the monk hadn't saved he would've taken 11 Str damage for 7 rounds.

When he thinks the PCs have a handle on his tactics-- teleporting in and out leaving them no target to attack, ending with them using their standard actions to ready attacks for when he arrives-- he's going to wait to see if he can psyche them out. "Why isn't it coming back?" "What is it doing?" "Is it bringing friends?"

Ooh. That's not a bad idea. He brings back as many demons as he can carry each time.

Then you change it up. You put them off balance. The entire party sits there with readied actions-- "When the balor appears, I full attack him with my bow" or "When the balor appears, I'm going to cast disintegrate at him." A round passes. Maybe two. A mexican stand off as the balor waits to see if the players will lose their gusto and do something besides stand still and wait for him to return.

I also forgot about AoO with his whip with his final tactics where he can fly away. If someone tries to get to him he can whip them into a grapple, waste the rest of their turn, and then let them go as a free action and fly away again. That way he's taking 3 attacks every round and giving back 2. That's even -more- favorable numbers.

Just remember that by the time he's waiting out those readied actions, the PCs are going to have him dimensional anchored and his plan goes to hell.

EDIT: And uh for the people that like my stuff, thanks. I appreciate it!


Ice Titan wrote:


I always like to help people make their encounters as hard as possible. Here is one for the balor. This assumes no class levels.

He seems to be taking a lot of standard actions to teleport away here.

Also it assumes that a party around 20th level isn't going to be able to see him invisible?? If he's choosing the time/place dust of disappearance seems more apt here.

The Balor, for whatever reason teleports out & back in eating up rounds for whatever reason. If they drop a dim lock or the like of course this is problematic.

The Balor then attempts to grapple the mage. The attempt fails from the mage's freedom of movement (likely via ring) as by 20th level the wizard has easily saved 40k for it as 'grapple the mage' is more of a traditional sport of intelligent attackers and by 20th level the wizard has finally gotten sick of 'being the ball'..

Even if the Balor were unseen up til now, he's visible now and has a full round action to do something.. I guess teleport out?

He then teleports in. That's his standard action. He quickened tks someone to him. He doesn't have a full attack action this round... Also he's waited 2 rounds so that wizard, should he have been grappled for whatever reason is already healed by the cleric dropping a heal and the like on him immediately.

"Dominates the fighter and teleports out."

Again this is over rounds rather than both in the same round.

Also throwing a greater dispel magic would end an invisibility. Perhaps you mean a greater invisibility? Again ignoring that at 20th level someone (if not multiple someones) in the party should not be foiled by simple invisibility.

I think I'm missing what you are suggesting in tactics here... a lot.

I would suggest that quickened spell-like ability for the greater dispel be a feat that you consider. Also that high level combat knowledge is the biggest buff you can get. If the Balor knows his opponents he can plan for them a bit. Don't design the Balor against the party as his choices of spells and the like are fixed rather than reactive to the party in question. However do design his tactics based upon what he knows of the party.

I would suggest that the Balor have some means of scrying and spying. Have him send minions at the PCs to learn about them. Have some of the minions flee to report back to him (quasits are good for this, especially leveled shadowdancer ones).

If the Balor can choose the timing of the encounter then he can be very prepared for the party. I would choose some spells known to be things like project image, scrying ability, summoning/binding ability, buffs, misdirections and then a few direct attacks (like a flesh to stone, a dominate, a feeblemind, etc).

Also you may wish to play with his items a bit to augment what he can/cannot do.

-James


james maissen wrote:

He seems to be taking a lot of standard actions to teleport away here.

Also it assumes that a party around 20th level isn't going to be able to see him invisible?? If he's choosing the time/place dust of disappearance seems more apt here.

Good point.

Quote:


The Balor, for whatever reason teleports out & back in eating up rounds for whatever reason. If they drop a dim lock or the like of course this is problematic.

It would be, except dimensional lock is...

Quote:


Area 20-ft.-radius emanation centered on a point in space

Spell resistance: Yes

.. so, supposing the wizard rolls higher than 7~ or so, he floats away from it and then teleports anyways content with the knowledge they dropped a level 8 spell that he just moved away from.

Dimensional anchor would be better; it's ranged touch and it's SR, but the balor can't walk away from it.

Also I think dimensional anchor bouncing back to the wizard would be awesome. Now the only person in the party with the capacity to follow him... can't follow him.

Quote:


The Balor then attempts to grapple the mage. The attempt fails from the mage's freedom of movement (likely via ring) as by 20th level the wizard has easily saved 40k for it as 'grapple the mage' is more of a traditional sport of intelligent attackers and by 20th level the wizard has finally gotten sick of 'being the ball'..

True! You know, I've never seen a ring of freedom of movement bought in any game I've ever played in. I guess it's my tendency to play adventure paths and home games, but you don't usually end up with those kinds of items by the end of the game, and treasure comes scarce at fast progression.

Quote:


Even if the Balor were unseen up til now, he's visible now and has a full round action to do something.. I guess teleport out?

Implosion is a good idea. : )

Quote:


He then teleports in. That's his standard action. He quickened tks someone to him. He doesn't have a full attack action this round... Also he's waited 2 rounds so that wizard, should he have been grappled for whatever reason is already healed by the cleric dropping a heal and the like on him immediately.

You're missing an idea here-- when the balor hits with his whip, he's grappling. Then he just chills with the wizard on a leash and then full-attacks them.

The wizard can't be healed if he's dead. He can be breath of lifed, but the balor would just keep attacking him after death for as long as possible to prevent that before fire storming him.

Quote:


"Dominates the fighter and teleports out."

Again this is over rounds rather than both in the same round.

Unless there's an archer in this party, he can teleport his max distance away and blast this spell, leaving the party with a potent, magically-equipped enemy who's likely right int heir midst. 75ft. is his max distance and he shouldn't ever try to be any closer than that.


Also throwing a greater dispel magic would end an invisibility. Perhaps you mean a greater invisibility? Again ignoring that at 20th level someone (if not multiple someones) in the party should not be foiled by simple invisibility.

Greater invisibility is what I meant. Sorry for the confusion.

Spell turning. It's about the bait, dude. The cleric sees you and drops greater dispel on you to get rid of it so the fighter can see you and then completely dispels himself. It's a fairly low-class game but it's an effective one.

Quote:


I think I'm missing what you are suggesting in tactics here... a lot.

I would suggest that quickened spell-like ability for the greater dispel be a feat that you consider.

Good idea. Quickened spell-like ability for greater teleport would be another good decision.

He should also probably rock a contingency that casts heal on himself if he goes below 100 HP, or refreshes his spell turning or something equally annoying.


Ice Titan wrote:

Good idea. Quickened spell-like ability for greater teleport would be another good decision.

He should also probably rock a contingency that casts heal on himself if he goes below 100 HP, or refreshes his spell turning or something equally annoying.

Isn't greater teleport a 7th level spell? I might be thinking too much 3.5 but that's too high a level to quicken via feat.

Likewise I think the contingency spell turning I believe is too high.

But honestly you're assuming the 20th level party doesn't have options and if it's true then they get what they deserve.

-James


Btw what does it do when the fighter can fly at 60ft (good) Ex, cast true sight and is 95 or at least 75% likely to suceed his S.T?

P.S: Make him a rank 1 deity without armor. Badass.


*BUMP*

Come on where are "The Balor and You" fans =)?

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In 3.0, I once disarmed an ice-templated balor of its axe as a human barbarian 2/fighter 2.....without the Improved Disarm feat!!!

The 3.0 balor lacked Combat Reflexes, so I waited until he used it on another PC, and just went for it.

Later, in that same campaign, I jumped on top of Daern's Instant Tower and used Destructive Rage and that balor's axe to make a hole in the top of Daern's instant fortress so my Raging, Enlarged, Bull Strengthed Frenzy Berserker could jump down and slaughter the mindflayers or whatever were down there.

Yeah, I broke a 10 by 10 hole in an adamantium floor with a regular steel magic weapon--in 1 blow.

Did I mention the DM was crazy??????


Balor Lord
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., low-light vision, true seeing; Perception +40
Aura flaming body, unholy aura (DC 28)

================================================================
DEFENSE
================================================================
AC 43, touch 18, flat-footed 35 (+4 deflection, +8 Dex, +25 natural, -4 size)
hp 570 (20d10+380)
Fort +35, Ref +18, Will +27;
DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31;

================================================================
OFFENSE
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Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal unholy longsword +38/+33/+28/+23 (4d6+23), +8 vorpal flaming whip +30/+25/+20 (1d8+17 plus 1d6 fire and entangle) or 2 slams +38 (1d10+22)
Space 20 ft.Reach 20 ft. (40 ft?. with whip)
Spell-Like Abilities (CL 20th) Constant-true seeing, unholy aura (DC 28) At will-dominate monster (DC 29), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 25) 3/day-quickened telekinesis (DC 25) 1/day-blasphemy (DC 27), fire storm (DC 28), implosion (DC 29), summon (level 9, any 1 CR 19 or lower demon 100%)

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STATISTICS
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Str 55, Dex 27, Con 48, Int 28, Wis 28, Cha 31;
Base Atk +20; CMB 42; CMD 63
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +27, Bluff +33, Diplomacy +33, Fly +28, Intimidate +33, Knowledge (history) +29, Knowledge (nobility) +29, Knowledge (planes) +32, Knowledge (religion) +29, Perception +40, Sense Motive +32, Stealth +18, Use Magic Device +33; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery

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SPECIAL ABILITIES
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Death Throes (Su) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 35 halves). The save DC 2 Constitution-based.
Entangle (Ex) If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Flaming Body (Su) A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike (Su) Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex) A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.

Treasure standard (+1 unholy longsword, +1 flaming whip, other treasure)

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