Balors speak Abyssal, Celestial, and Draconic.
Combat
Spell-Like Abilities: At will-blasphemy, deeper darkness,
desecrate, detect good, detect law, fear, greater dispelling,
pyrotechnics, read magic, suggestion, symbol (any), telekinesis,
teleport without error (self plus 50 pounds of objects only),
tongues (self only), unhallow, unholy aura, unholy blight, and
wall of fire; 1/day-fire storm and implosion. These abilities are
as the spells cast by a 20th-level sorcerer (save DC 13 + spell
level).
Fear (Su): A creature hit by a balor's slam attack must
succeed at a Will save (DC 19) or flee in terror for 1d6 rounds.
Entangle (Ex): A balor's whip entangles foes much like an
attack with a net. The whip has a maximum range of 40 feet, with
a range increment of 10 feet, and 20 hit points. The whip needs
no folding. If it hits, the target and the balor immediately make
opposed Strength checks; if the balor wins, it drags the target
against its flaming body (see below). The target remains anchored
against the balor's body until it escapes the whip.
Body Flames (Su): Balors can wreathe their bodies in roaring
flames as a free action. The balor suffers no harm, but anyone
grappling with it takes 4d6 points of fire damage each round.
Vorpal Sword (Su): Every balor carries a +1 vorpal greatsword
that looks like a flame or a bolt of lightning. The sword also
has the spell-like ability to detect good as cast by a 12th-level
sorcerer, except that its range is 30 feet.
Detect Magic (Su): Balors continuously detect magic as the
spell cast by a 20th-level sorcerer.
See Invisibility (Su): Balors continuously see invisibility as
the spell cast by a 20th-level sorcerer.
Summon Tanar'ri (Sp): Once per day a balor can
automatically summon 4d10 dretches, 1d4 hezrous, or one
nalfeshnee, glabrezu, marilith, or balor. This is much as though
casting a summon monster spell. Summoned creatures automatically
return whence they came after 1 hour. A tanar'ri that has just
been summoned cannot use its own summon ability for 1 hour.
Death Throes (Ex): When killed, a balor explodes in a blinding
flash of light that deals 50 points of damage to everything
within 100 feet (Reflex half DC 20).
Immunities (Ex): Balors are immune to poison and
electricity.
Resistances (Ex): Balors have cold, fire, and acid
resistance 20.
Telepathy (Su): Balors can communicate telepathically
with any creature within 100 feet that has a language.
Skills: Balors receive a +8 racial bonus to Listen and Spot
checks.
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