Demon, Balor Lord

Balor Lord CR 25

XP 1,638,800
Male balor lord barbarian 5
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., low-light vision, true seeing; Perception +44; Aura flaming body, unholy aura (DC 27)


AC 33, touch 17, flat-footed 27 (+4 deflection, +6 Dex, +16 natural, –1 size, -2 rage)
hp 518 (20d10+5d12+375)
Fort +31, Ref +17, Will +25
Defensive Abilities improved uncanny dodge, trap sense +1 DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31


Speed 50 ft., fly 90 ft. (good)
Melee (rage) +1 vorpal unholy longsword +40/+35/+30/+25 (2d6+17), +1 vorpal flaming whip +39/+34/+29 (1d4+9 plus 1d6 fire and entangle) or 2 slams +40(1d10+16)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Special Attacks rage (27 rounds/day), rage powers (knockback)
Spell-Like Abilities (CL 20th)

Constanttrue seeing, unholy aura (DC 27)
At willdominate monster (DC 28), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 24)
3/dayquickened telekinesis (DC 24)
1/dayblasphemy (DC 26), fire storm (DC 27), implosion (DC 28), summon (level 9, any 1 CR 19 or lower demon 100%)

Base Statistics When not raging, the balor lord‘s statics are as follows: Senses scent; AC 35, touch 19, flat-footed 29 (+4 deflection, +6 Dex, +16 natural, –1 size); Will +27; Melee +1 vorpal unholy longsword +38/+33/+28/+23 (2d6+15), +1 vorpal flaming whip +37/+32/+27 (1d4+8 plus 1d6 fire and entangle) or 2 slams +38(1d10+14); Str 39, Con 40; CMB +39; CMD 64


A balor lord relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee—with the use of a quickened telekinesis, a balor lord can use the latter tactic and still inflict a full-round attack on a hapless foe. A balor lord reduced to fewer than 50 hit points almost always seeks slay a neighboring creature, an ally if neccesary, in order to activate its life drinker supernatural ability, otherwise it will flee via teleportation, if both these tactics prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.


Str 43, Dex 23, Con 44, Int 24, Wis 26, Cha 29
Base Atk +25; CMB +41; CMD 66
Feats Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, 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 +31, Bluff +37, Diplomacy +37, Fly +36, Intimidate +37, Knowledge (history) +29, Knowledge (nobility) +29, Knowledge (planes) +35, Knowledge (religion) +28, Perception +44, Sense Motive +36, Stealth +30, Use Magic Device +37; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, fast movement, lifedrinker, vorpal strike, whip mastery


Rage (Ex)

This balor lord can rage for 27 rounds per day, and gains +4 to Strength and Constitution, and -2 to AC

Knockback (Ex): Once per round, the balor lord can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the lords’s Strength modifier and is moved back as normal. The balor lord does not need to move with the target if successful. This does not provoke an attack of opportunity.

Scent (Ex): The balor lord gains the scent ability while raging and can use this ability to locate unseen foes.

Death Throes (Su)

When killed, a balor lord explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet. A Reflex save DC 35 halve the damage, this DC increases to 37 if the balor lord was killed in rage as the save DC is Constitution-based.

Entangle (Ex)

If a balor lord 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 lord’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.

Lifedrinker (Su)

Whenever the balor lord slays a living foe, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round.

Vorpal Strike (Su)

Any slashing weapon a balor lord 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 lord 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.


Even more terrible than the typical balor are those who do not call a demon lord their master, but instead are masters themselves. A balor lord typically rules over a region no larger than half the size of the realm in which it resides (as only full demon lords can command the rule of an entire Abyssal realm), and even though most balor lords rule much smaller regions (generally areas comparable in size to a single continent), their power is vast indeed.

A balor lord is typically a CR 21 to CR 25 monster (a range shared with the various unique nascent demon lords, with the range of CR 26 and above being the domain of the demon lords themselves), and as such serves quite well as the final villain in a long-running campaign. The majority of balor lords have several levels of barbarian, fighter, or ranger (although ranger balor lords never form bonds with animals), but some instead have levels of bard, rogue, sorcerer, or wizard. Cleric balor lords are unknown, as they see themselves as objects of worship, not the other way around, although rumors persist of powerful balor clerics that directly serve demon lords or even evil gods.

Additional Special Abilities

Source PCS:DR

In addition to any benefits a balor lord might gain from its class levels, all balor lords possess one additional unique ability over and above those granted by its race and class. Listed here are three sample balor lord abilities, but these samples are by no means the entirety of the strange powers a balor lord might wield.

Angelslayer (Su)

All weapon damage the balor lord inflicts, be it via natural weapons or wielded weapons, is treated as chaotic, evil, and epic for the purposes of overcoming damage reduction and halting regeneration.

The balor lord automatically confirms all critical hits against angels, and gains a +4 profane bonus to its AC and on all saving throws against attacks made by angels.

Lifedrinker (Su)

Whenever the balor lord slays a living foe, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round.

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).

Soul Swallow (Su)

As a standard action, the balor lord can inhale the soul of a living creature within 30 feet. The target must make a Fortitude save (DC 10 + 1/2 balor lord’s racial HD + the balor lord’s Charisma modifier) or die. The body of a humanoid creature killed in this manner immediately transforms into a demon under the balor lord’s command (a babau, succubus, or shadow demon, according to the balor lord’s whim).

Stormlord (Su)

The balor’s spell-like abilities, death throes, and flaming body abilities can inflict electricity damage instead of fire damage, as appropriate—the balor lord can decide to adjust its fire damage in this way instantaneously. Electricity resistance is halved against this electricity damage, and electricity immunity is treated as resist electricity 20. Up to once per round when the balor lord is targeted by electricity damage, it can choose to heal damage equal to the amount of electricity damage caused rather than simply be immune to the damage.

Swarm-Infested (Su)

The balor lord is immune to damage and effects caused by swarms, and can elect to exclude swarms from taking any damage from its energy-based attacks. It can direct the actions of any mindless swarm within 90 feet as a free action. Three times per day as a swift action, the balor can expel a fiendish advanced tick swarm from its body; the swarm appears in any four contiguous 10-foot squares adjacent to the balor, has a fly speed of 50 feet (perfect), and lasts until it is slain.

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