Demon, Balor (CR 25/MR 10)

This winged fiend’s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.

Mythic Balor (CR 25/MR 10)
XP 1,638,400
Pathfinder Roleplaying Game Bestiary
CE Large outsider (chaotic, demon, evil, extraplanar, mythic)
Init +21/+1MF, dual initiativeMA; Senses darkvision 60 ft., fiery hunterMA, low-light vision, true seeing; Perception +38
Aura shadow and flame (DC 34), unholy aura (DC 27)


AC 46, touch 20, flat-footed 39 (+4 deflection, +7 Dex, +26 natural, –1 size)
hp 490 (20d10+380); fast healing 5
Fort +30, Ref +17, Will +25
Defensive Abilities block attacksMA, fortification (50%)MA; DR 15/cold iron and epic and good; Immune fire, electricity, poison; Resist acid 10, cold 10; SR 36


Speed 40 ft., fly 90 ft. (good)
Melee+1 vorpal unholy longsword +36/+31/+26/+21 (2d6+15/19–20 plus 1d6 bleed and 2d6 unholy), +1 vorpal flaming whip +29/+24/+19/+14 (1d4+8 plus 1d6 bleed and 1d6 fire and entangle) or 2 slams +33 (1d10+14 plus 1d6 fire)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Special Attacks conflagrating roarMA (DC 34), dragging lashMA, dread oppressorMA (DC 29), feral savagery (full attack)MA, mythic power (10/day, surge 1d12)

Spell-Like Abilities (CL 20th; concentration +29)
Constant—true seeing, unholy aura (DC 28)
At will—dominate monster (DC 28), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 24)
3/day—quickened telekinesis (DC 24)
1/day—blasphemy (DC 26), fire storm (DC 27), implosion (DC 28), summon (level 9, any 1 CR 19 or lower demon 100%)


Str 39, Dex 25, Con 38, Int 26, Wis 24, Cha 29
Base Atk +20; CMB +35; CMD 56
Feats CleaveMF, Combat ReflexesMF, Greater Two-Weapon Fighting, Improved InitiativeMF, Improved Two-Weapon Fighting, Iron Will, Power AttackMF, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)MF
Skills Acrobatics +27, Bluff +32, Diplomacy +32, Fly +32, Intimidate +32, Knowledge (arcana) +18, Knowledge (history) +28, Knowledge (nobility) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +38, Sense Motive +30, Spellcraft +18, Stealth +26, Use Magic Device +32; Racial Modifiers +8 Perception
Languages Abyssal, Aklo, Auran, Celestial, Draconic, Ignan, Infernal, Terran; telepathy 100 ft.
SQ death throesMA (DC 33), incinerateMA, shadow and flameMA (DC 34), vorpal strike, whip mastery


Environment any (Abyss)
Organization solitary or warband (1 mythic balor, 1-2 succubi, and 2-12 glabrezus)
Treasure double standard (+1 unholy longsword, +1 flaming whip, other treasure)

Special Abilities

Conflagrating Roar (Su) A mythic balor can expend one use of mythic power as a standard action to emit a terrible roar that manifests as a 30-foot cone of unholy fire. Any creature caught in the effect takes 5d6 points of fire damage, 5d6 points of sonic damage, and 5d6 points of damage from the corruptive power of the Abyss. A successful DC 34 Reflex save halves this damage. The save DC is Constitution-based.

Death Throes (Su) When killed, a mythic balor explodes in a blinding flash of fire that deals 150 points of damage to anything within 100 feet (Reflex DC 33 halves). Half the damage is fire damage, but the other half results directly from the corruptive power of the Abyss and is therefore not subject to being reduced by resistance to fire-based attacks. The save DC is Constitution-based.

Dragging Lash (Ex) If a mythic balor strikes a Medium or smaller foe with its whip, it 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. If the target is Large, the balor instead may attempt a drag combat maneuver as a free action that does not provoke attacks of opportunity; a Large target gains the grappled condition only if dragged into an adjacent square. Larger creatures are unaffected.

If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, a mythic balor can spend one use of its mythic power as a swift action while making this grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects. This ability replaces entangle.

Dread Oppressor (Su) A mythic balor can expend one use of mythic power as a standard action to impose its crushing will on a single creature within 100 feet, forcing the creature to attempt a DC 29 Will save. If the creature fails the save it immediately falls prone and is cowering for 1 minute. Each round on its turn, the victim may attempt a new Will save to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this effect early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d6 rounds. A creature that succeeds on the initial save to resist this effect is merely stunned for 1 round. This is a mind-affecting insanity effect and the save DC is Charisma-based.

Fiery Hunter (Su) A mythic balor can see perfectly in magical darkness. It can also see perfectly in smoky conditions caused by fire, and can see through normal and magical fire effects, such as those created by wall of fire.

Incinerate (Su) Any creature killed by fire damage from a mythic balor is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected. Creatures destroyed in this way can only be restored to life through true resurrection, or a carefully worded wish spell followed by resurrection, or miracle. This is a fire and death effect.

Shadow and Flame (Su) A mythic balor’s body is wreathed in unholy flames intermingled with night-black shadows. Creatures that begin their turn adjacent to a mythic balor take 2d6 points of damage (half the damage is fire damage, but the other half results directly from the corruptive power of the Abyss and is therefore not subject to being reduced by resistance to fire-based attacks), and must succeed on a DC 34 Fortitude save or are blinded for 1d4 rounds. The save DC is Constitution-based. Additionally, anyone hitting a mythic balor with a natural weapon or unarmed strike takes 4d6 points of damage (half fire, half Abyssal). A creature that grapples a mythic balor or is grappled by one takes 8d6 points of damage (half fire, half Abyssal) each round the grapple persists. This ability replaces flaming body.

Vorpal Strike (Su) Any slashing weapon a mythic balor wields for at least one hour (including its standard +1 unholy longsword and +1 flaming whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the mythic balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Whip Mastery (Ex) A mythic balor 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.

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