LOTRfan
2011-06-15, 11:45 AM
Okay, this is the third attempt I've made at creating the Balrog. Admittedly, I was still a pretty sucky homebrewer when I created those versions. Hopefully, this attempt is much better.
Please note that this is not meant to be a carbon copy of the Balrog in the books, but rather a D&D monster inspired by the monster in the books.
http://img153.imageshack.us/img153/867/ogameprojbalrogretuchedug0.jpg
Balrog
Divine Rank: 0
Huge Outsider (Chaotic, Evil, Fire, Obyrith, Extraplanar)
Hit Dice: 60d8+780 (1260 hp)
Initiative: +10
Speed: 100 ft. (20 squares), Fly 150 ft. (average)
Armor Class: 65 (-2 size, +33 natural, +6 Dex, +12 Abyssal, +13 Deflection), touch 32, flatfooted 59
Base Attack/Grapple: +60/+84
Attack: +3 Flaming Vorpal Greatsword +77 melee (4d6+27 plus 1d6 fire/18-20)
Full Attack: +3 Flaming Vorpal Greatsword +77/+72/+67/+62/+57 melee (4d6+27 plus 1d6 fire/18-20), or +4 Flaming Whip +78/+73/+68/+63/+58 melee (1d6+27 nonlethal plus 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Entangle, Breath Weapon, Form of Madness, Mysteries, Spell-like Abilities, Aura of Unlight
Special Qualities: True seeing, Fast Healing 25, Immunity to poison, fire, and mind affecting spells and abilities, vulnerability to cold, resistance to cold 10 and acid 10, Damage Reduction 20/Epic and Good, Spell Resistance 53, Abyssal Might, flaming body, darkvision 60 ft., quasi-deity traits
Saves: Fort +53, Ref +47, Will +48
Abilities: Str 43, Dex 23, Con 35, Int 24, Wis 34, Cha 36
Skills: Balance +69, Climb +79, Hide +69, Iaijutsu Focus +71, Intimidate +76, Jump +79, Knowledge (Arcana) +70, Knowledge (Religion) +70, Knowledge (The Planes) +70, Listen +75, Search +75, Sense Motive +75, Spellcraft +70, Spot +75, Use Magic Device +76
Feats: Awesome Blow, Cleave, Great Cleave, Empower Mystery, Enlarge Power, Extend Mystery, Improved Critical (Greatsword), Improved Bull Rush, Improved Initiative, Improved Toughness, Power Attack, Pushback, Shocktrooper, Violate Spell-like Ability (Fire Storm), Weapon Focus (Greatsword)
Epic Feats: Devastating Critical (Greatsword), Dire Charge, Epic Fortitude, Epic Reflex, Epic Will, Overwhelming Critical (Greatsword)
Environment: The Infinite Layers of the Abyss
Organization: Solitary, or Cult (1 plus 2-4 Balors plus 6-8 Glabezru or Mariliths plus 9-14 Hezrou or Succubi)
Challenge Rating: 33
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 60-78 HD (Huge); 79+ (Gargantuan)
Level Adjustment: -----
A hulking demon rises out of the darkness ahead. Only its head, hands, and tail seem to have a corporeal form. Out of its mouth comes a burst of flame.
Balrogs are to Balors as Balors are to Dretches. These primordial manifestations of chaos and evil are among the strongest of all non-unique demons, and they are often used as bodyguards for demon lords. They are also among the rarest of the already endangered Obyrith race.
Balrogs are believed to be corruptions of light, of which there may be no more than a dozen. Balrogs are formed from shadow and fire, and given a hazy form. Balrogs are not fully physical beings, instead being made mostly of an inner darkness and magically sustained fire. Theoretically, it would be possible to walk right through the Balrog, but it chooses what parts of its body are corporeal and which are not. The only parts that must always be corporeal are its head, its tail, and its hands. All others, including its wings, manifest and demanifest as the Balrog pleases. Besides this limited ability to change their forms, they are for the most part stuck like this without magic.
It is believed that at one point, Balrogs walked the worlds of the Material Plane in their constant wars against the forces of Law. They helped score many victories for the forces of Chaos, most notably the Sundering of the Rod of Law (though fortunately, not before the dreaded Miska the Wolfspider was slain). During the rise of the Tanar’ri and the Eladrin invasions, however, the Obyriths fell. It is believed that at least one Balrog died at the hands of the Eladrin, while the survivors either fled back into the Abyss or hid deep within the worlds of the Material Plane. At this moment, only eight Balrogs are accounted for; three of them are servants of Demongorgon, while the others are lords of their own isolated layers.
Combat
Balrogs tend to enter combat with their mysteries first. Few creatures can actually stand up against the Balrog, especially with their form of madness. If doused in water, however, the Balrog loses any fire-based power mentioned below, and attempts to flee as quickly as possible. The flames come back in 1d6+1 days.
Abyssal Might: Balrogs are extremely powerful creatures whose very identities are tied to the Abyss. Balrogs gain an Abyssal bonus equal to its Wisdom modifier and a Deflection bonus equal to its Charisma modifier to its Armor Class. When inside the Abyss, these bonuses are doubled.
Alternate Weapon (Su): All Balrogs have a +3 Flaming Vorpal Greatsword. They also have the ability to, as a free action, change the form of this Greatsword into a +4 Flaming Whip. Changing the weapon back is also a free action.
Aura of Unlight (Su): All Balrogs have a 30 ft. aura surrounding them, one that creates darkness. This darkness is not of the usual kind. Instead of merely being the absence of light, this is a new form of energy altogether; a form of unlight. As a result, no creature within this aura besides other Balrogs can see, even those with the ability to see in magical darkness. Any flame besides the Balrog’s flames that enters this aura (even magical ones) is suppressed.
Breath Weapon (Su): Balrogs may fire gouts of flames from their mouth and nostrils at their enemies, engulfing all creatures in a 30 ft. cone in flames. This attack deals 24d10 damage, with half damage on a successful Reflex save (DC 52). Half of this damage is actually caused by energy channeled directly from the Abyss, which bypasses all damage reduction. The save DC is Constitution based.
Entangle (Ex): A Balrog’s +4 flaming whip entangles foes much like an attack with a net. The whip has 50 hit points. The whip needs no folding. If it hits, the target and the Balrog immediately make opposed Strength checks; if the Balrog wins, it drags the target against its flaming body (see below). The target remains anchored against the Balrog’s body until it escapes the whip.
Flaming Body (Su): A Balrog is composed of semi-corporeal shadow and flame. When “touching” its body, great heat is produced, dealing 10d6 damage. This damage occurs when a creature attempts to grapple a Balrog, or hits a Balrog with a natural or light weapon.
Form of Madness (Su): The primordial fear of darkness may very well stem from the Balrogs themselves, as anyone who looks at either the Balrog or its Aura of Unlight while within 60 ft. of it must make a Will save (DC 48), or be panicked when in any illumination less than bright. This madness can be removed by greater restoration, miracle, or wish, but is otherwise permanent. A creature that successfully saves cannot be affected by the same Balrog’s Form of Madness for another 24 hours.
Mysteries: Balrogs invoke mysteries like a 20th level Shadowcaster. Balrogs can use their fundamentals at will. Balrogs use 1st-3rd level mysteries 3/day, 4th-6th level mysteries 2/day, and 7th-9th level mysteries 1/day. Fundamentals- Arrow of Dusk, Black Candle, Caul of Shadow, Mystic Reflections, Shadow Hood, Sight Obscured, Umbral Hand. Apprentice Mysteries- Steel Shadows, Life Fades, Sight Eclipsed, Flesh Fails, Umbral Touch, Sharp Shadows. Initiate Mysteries- Shadow Evocation, Step into Shadow, Feign Life, Pass into Shadow, Greater Shadow Evocation, Voyage into Shadow, Shadow Vision. Master Mysteries- Greater Life Fades, Dark Soul, Greater Flesh Fails, Soul Puppet, Ephemeral Storm, Shadow Surge, Summon Umbral Servant.
Spell-like Abilities: At will— blasphemy (DC 30), dominate monster (DC 32), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity, (DC 30), power word stun, produce flame, telekinesis (DC 28), unholy aura (DC 31) wall of fire; 3/day- fire storm (DC 31), implosion (DC 32), Incendiary Cloud (DC 31). Caster level 40th. The save DCs are Charisma-based.
True Seeing (Sp): Balrogs are constantly under the affect of the true seeing spell (caster level 60th).
Quasi-Deity Traits: Immunity to polymorphing, petrification, or any attack that alters form. Not subject to energy drain, ability damage, ability drain, or death affects. Immune to mind affecting effects.
Please note that this is not meant to be a carbon copy of the Balrog in the books, but rather a D&D monster inspired by the monster in the books.
http://img153.imageshack.us/img153/867/ogameprojbalrogretuchedug0.jpg
Balrog
Divine Rank: 0
Huge Outsider (Chaotic, Evil, Fire, Obyrith, Extraplanar)
Hit Dice: 60d8+780 (1260 hp)
Initiative: +10
Speed: 100 ft. (20 squares), Fly 150 ft. (average)
Armor Class: 65 (-2 size, +33 natural, +6 Dex, +12 Abyssal, +13 Deflection), touch 32, flatfooted 59
Base Attack/Grapple: +60/+84
Attack: +3 Flaming Vorpal Greatsword +77 melee (4d6+27 plus 1d6 fire/18-20)
Full Attack: +3 Flaming Vorpal Greatsword +77/+72/+67/+62/+57 melee (4d6+27 plus 1d6 fire/18-20), or +4 Flaming Whip +78/+73/+68/+63/+58 melee (1d6+27 nonlethal plus 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Entangle, Breath Weapon, Form of Madness, Mysteries, Spell-like Abilities, Aura of Unlight
Special Qualities: True seeing, Fast Healing 25, Immunity to poison, fire, and mind affecting spells and abilities, vulnerability to cold, resistance to cold 10 and acid 10, Damage Reduction 20/Epic and Good, Spell Resistance 53, Abyssal Might, flaming body, darkvision 60 ft., quasi-deity traits
Saves: Fort +53, Ref +47, Will +48
Abilities: Str 43, Dex 23, Con 35, Int 24, Wis 34, Cha 36
Skills: Balance +69, Climb +79, Hide +69, Iaijutsu Focus +71, Intimidate +76, Jump +79, Knowledge (Arcana) +70, Knowledge (Religion) +70, Knowledge (The Planes) +70, Listen +75, Search +75, Sense Motive +75, Spellcraft +70, Spot +75, Use Magic Device +76
Feats: Awesome Blow, Cleave, Great Cleave, Empower Mystery, Enlarge Power, Extend Mystery, Improved Critical (Greatsword), Improved Bull Rush, Improved Initiative, Improved Toughness, Power Attack, Pushback, Shocktrooper, Violate Spell-like Ability (Fire Storm), Weapon Focus (Greatsword)
Epic Feats: Devastating Critical (Greatsword), Dire Charge, Epic Fortitude, Epic Reflex, Epic Will, Overwhelming Critical (Greatsword)
Environment: The Infinite Layers of the Abyss
Organization: Solitary, or Cult (1 plus 2-4 Balors plus 6-8 Glabezru or Mariliths plus 9-14 Hezrou or Succubi)
Challenge Rating: 33
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 60-78 HD (Huge); 79+ (Gargantuan)
Level Adjustment: -----
A hulking demon rises out of the darkness ahead. Only its head, hands, and tail seem to have a corporeal form. Out of its mouth comes a burst of flame.
Balrogs are to Balors as Balors are to Dretches. These primordial manifestations of chaos and evil are among the strongest of all non-unique demons, and they are often used as bodyguards for demon lords. They are also among the rarest of the already endangered Obyrith race.
Balrogs are believed to be corruptions of light, of which there may be no more than a dozen. Balrogs are formed from shadow and fire, and given a hazy form. Balrogs are not fully physical beings, instead being made mostly of an inner darkness and magically sustained fire. Theoretically, it would be possible to walk right through the Balrog, but it chooses what parts of its body are corporeal and which are not. The only parts that must always be corporeal are its head, its tail, and its hands. All others, including its wings, manifest and demanifest as the Balrog pleases. Besides this limited ability to change their forms, they are for the most part stuck like this without magic.
It is believed that at one point, Balrogs walked the worlds of the Material Plane in their constant wars against the forces of Law. They helped score many victories for the forces of Chaos, most notably the Sundering of the Rod of Law (though fortunately, not before the dreaded Miska the Wolfspider was slain). During the rise of the Tanar’ri and the Eladrin invasions, however, the Obyriths fell. It is believed that at least one Balrog died at the hands of the Eladrin, while the survivors either fled back into the Abyss or hid deep within the worlds of the Material Plane. At this moment, only eight Balrogs are accounted for; three of them are servants of Demongorgon, while the others are lords of their own isolated layers.
Combat
Balrogs tend to enter combat with their mysteries first. Few creatures can actually stand up against the Balrog, especially with their form of madness. If doused in water, however, the Balrog loses any fire-based power mentioned below, and attempts to flee as quickly as possible. The flames come back in 1d6+1 days.
Abyssal Might: Balrogs are extremely powerful creatures whose very identities are tied to the Abyss. Balrogs gain an Abyssal bonus equal to its Wisdom modifier and a Deflection bonus equal to its Charisma modifier to its Armor Class. When inside the Abyss, these bonuses are doubled.
Alternate Weapon (Su): All Balrogs have a +3 Flaming Vorpal Greatsword. They also have the ability to, as a free action, change the form of this Greatsword into a +4 Flaming Whip. Changing the weapon back is also a free action.
Aura of Unlight (Su): All Balrogs have a 30 ft. aura surrounding them, one that creates darkness. This darkness is not of the usual kind. Instead of merely being the absence of light, this is a new form of energy altogether; a form of unlight. As a result, no creature within this aura besides other Balrogs can see, even those with the ability to see in magical darkness. Any flame besides the Balrog’s flames that enters this aura (even magical ones) is suppressed.
Breath Weapon (Su): Balrogs may fire gouts of flames from their mouth and nostrils at their enemies, engulfing all creatures in a 30 ft. cone in flames. This attack deals 24d10 damage, with half damage on a successful Reflex save (DC 52). Half of this damage is actually caused by energy channeled directly from the Abyss, which bypasses all damage reduction. The save DC is Constitution based.
Entangle (Ex): A Balrog’s +4 flaming whip entangles foes much like an attack with a net. The whip has 50 hit points. The whip needs no folding. If it hits, the target and the Balrog immediately make opposed Strength checks; if the Balrog wins, it drags the target against its flaming body (see below). The target remains anchored against the Balrog’s body until it escapes the whip.
Flaming Body (Su): A Balrog is composed of semi-corporeal shadow and flame. When “touching” its body, great heat is produced, dealing 10d6 damage. This damage occurs when a creature attempts to grapple a Balrog, or hits a Balrog with a natural or light weapon.
Form of Madness (Su): The primordial fear of darkness may very well stem from the Balrogs themselves, as anyone who looks at either the Balrog or its Aura of Unlight while within 60 ft. of it must make a Will save (DC 48), or be panicked when in any illumination less than bright. This madness can be removed by greater restoration, miracle, or wish, but is otherwise permanent. A creature that successfully saves cannot be affected by the same Balrog’s Form of Madness for another 24 hours.
Mysteries: Balrogs invoke mysteries like a 20th level Shadowcaster. Balrogs can use their fundamentals at will. Balrogs use 1st-3rd level mysteries 3/day, 4th-6th level mysteries 2/day, and 7th-9th level mysteries 1/day. Fundamentals- Arrow of Dusk, Black Candle, Caul of Shadow, Mystic Reflections, Shadow Hood, Sight Obscured, Umbral Hand. Apprentice Mysteries- Steel Shadows, Life Fades, Sight Eclipsed, Flesh Fails, Umbral Touch, Sharp Shadows. Initiate Mysteries- Shadow Evocation, Step into Shadow, Feign Life, Pass into Shadow, Greater Shadow Evocation, Voyage into Shadow, Shadow Vision. Master Mysteries- Greater Life Fades, Dark Soul, Greater Flesh Fails, Soul Puppet, Ephemeral Storm, Shadow Surge, Summon Umbral Servant.
Spell-like Abilities: At will— blasphemy (DC 30), dominate monster (DC 32), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity, (DC 30), power word stun, produce flame, telekinesis (DC 28), unholy aura (DC 31) wall of fire; 3/day- fire storm (DC 31), implosion (DC 32), Incendiary Cloud (DC 31). Caster level 40th. The save DCs are Charisma-based.
True Seeing (Sp): Balrogs are constantly under the affect of the true seeing spell (caster level 60th).
Quasi-Deity Traits: Immunity to polymorphing, petrification, or any attack that alters form. Not subject to energy drain, ability damage, ability drain, or death affects. Immune to mind affecting effects.