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Dorgavilornathich                                Risen Balor

 

Neutral

Hit Dice:

20d8+200 (290 hp)

Initiative:

+11

Speed:

40 ft. (8 squares), fly 90 ft. (good)

Armor Class:

35 (–1 size, +7 Dex, +19 natural), touch 16, flat-footed 28

Base Attack/Grapple:

+20/+36

Attack:

+4 staff +33 melee (2d6+8/19–20)

Full Attack:

+4 staff +31/+26/+21/+16 melee (2d6+8/19–20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)

Space/Reach:

10 ft./10 ft. (20 ft. with +1 flaming whip)

Special Attacks:

Death throes, entangle, spell-like abilities, summon natures ally 8,

Special Qualities:

Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing

Saves:

Fort +22, Ref +19, Will +19

Abilities:

Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26

Skills:

Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls) knowledge nature 8

Feats:

Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (long sword)

It is rare for one to have a memory of their former life as a demon but it does happen to some 1 in millions. Dorgavilornathich is one that it did happen to. He remembered as he made his way through the sacred groves in the neutral lands that divide the planes for her a lover of his former life (when he was a her) lived their after life. As a child Dorgav had briefly wanted to be a druid before ambition drove him to take the path of a Mercenary. Rarely had he regretted his decision until, he saw his former love sitting calmly with the animals for all eternity as he would like to do.

And so Dorgav fled the Abyss and found his way into the sacred oak groves in the material plane where he swore allegiance to the druids and the wild.

Combat

Dorgav is certainly not a pacifist, he still loves to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 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.

Spell-Like Abilities: At will— Grow Plant, dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day—fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Summon natures ally 8/ once per hour

True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).

Skills: Balors have a +8 racial bonus on Listen and Spot checks.


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