Balor
Level 20Attacks
Abilities
The balor can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit.
20 feet. A foe that starts its turn in the aura takes (3d6+10)[fire] damage, or (6d6+20)[fire] damage if the balor has Grabbed or Restrained it. A creature that hits a balor with an unarmed Strike takes (3d6+10)[fire] damage, and weapons that hit a balor take (3d6+10)[fire] damage.
When a balor dies, their body explodes in a 100-foot area of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor's death thro
A balor can cast their 5th-rank innate Translocate with only a single action.
Frequency once per round.
Trigger The balor hits a creature, object, or spell effect with a weapon Strike.
Effect The balor casts an innate Dispel Magic on the target of the triggering Strike.
Any weapon a balor wields becomes a +3 Major Striking Vorpal weapon made of cold iron and silver while the demon holds it. A weapon that isn't eligible for the vorpal rune doesn't gain its effects. The demon can conjure a whip made of flames with an Interact action. This whip gains the same benefits as other weapons the balor wields.
Trigger The balor kills a living creature that is at least 15th level.
Effect The balor drinks the triggering creature's life force and regains (10d8+80)[healing] Hit Points.
When a balor Grabs a creature with a whip Strike, they can move the creature to any space in the whip's reach. The balor can move without ending the grab as long as the creature remains within the whip's reach, and the balor can move the creature to any other space in the whip's reach with an Interact action.
When folk whisper frightened tales of the demonic, what most envision is the balor-a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls-those who devoted entire lives to sins too numerous to count-can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.
Balor Lords
Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord.
When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.