Balrog (Type VI Demon)

(Generated 98 times)
Namelist None
Tags
Rank Veteran
Race Winged Demon
Cult rank None
Notes **this one is for Classic Fantasy** These formidable demons stand 3.5 metres tall with a wingspan of 4 metres and are armed with a magical (+1) Great Sword and a many tailed whip. Because of its SIZ, it can use a Great Sword as a single-handed weapons. Their body is aflame and causes fires around it. A Balrog has various other abilities: ***Magic Resistance 75%:*** There is a 75% chance that all magics directed at the balrog fail completely. Indirect attacks still work, i.e. using a spell to throw something physical at the balrog. The ability is innate and the balrog doesn’t have to do anything to activate it. ***Resistance (Magical Fire/Heat, Cold, Electricity, Gas):*** The Balrog takes only half damage from these attacks. ***Communication:***They can speak and read all languages, including reading magic. They understand all types of intelligent communication (e.g. sign language). ***See Invisible:*** The balrog has a chance equal to Willpower to see those under the effects of invisibility, regardless of natural ability or spell. ***Telekinesis:*** They can move objects up to 275kg in weight within a radius of 40 metres ***Darkness:*** They can project darkness around them for a 3 metre radius, nullifying even infravision. ***Dispel Magic:*** They can Dispel Magic, as per the spell, merely by concentrating on a magical effect/thing. ***Suggestion:***They can manipulate people merely by commanding them, as per the spell Suggestion, (resisted by Willpower). ***Pyrotechnics*** Balrogs can manipulate the fiery substance of their bodies They can produce a 3m diameter fiery burst of glowing, coloured sparks and flames which temporarily blinds those creatures in the area or within 25m of the area with an unobstructed line of sight. Or they can cause a thick writhing stream of smoke to arise from their body and form a 10m diameter choking cloud which totally obscures vision beyond half a metre. ***Symbol:*** They can create a Symbol of Fear, Discord, Sleep or Stunning, as per the spells. In all cases when a spell is mentioned, the Balrog can cause this effect for no cost in MP, though it can be boosted with MP to raise the Intensity, if so desired. Default Intensity and Magnitude are equal to 1/20 of the balrog's Willpower. Balrogs can attack with both weapons in each turn. If, upon striking with the whip, it gets a special effect, it will choose Entangle. Next Action, it will try to draw the victim onto its burning body, requiring a contest of Brawn. If the victim loses, they suffer an amount of fire damage dependent on the SIZ of the Balrog. A Balrog with a SIZ of less than 30 causes 1d6 damage to 1d4 contiguous hit locations; SIZ 30-39 Balrogs cause 1d8 damage to 1d4+1 contiguous hit locations; and Balrogs of 40 SIZ or more cause 1d10 damage to 1d6+1 contiguous hit locations. Armour will protect at half value from this fire damage.
CreatorSteve3742
Stats
STR 4d6+21
CON 2d6+14
SIZ 4d6+21
DEX 4d6
INT 2d6+9
POW 3d6+12
CHA 2d6+6
D20Hit locationArmor
01-03 Right leg 9
04-06 Left leg 9
07-09 Abdomen 9
10 Chest 9
11-12 Right Wing 9
13-14 Left Wing 9
15-16 Right Arm 9
17-18 Left Arm 9
19-20 Head 9
Attributes
Movement 12m (12m flying)
Natural armor Yes

Non-random features

ListFeature
Ability ***Immunity to fire***
Ability ***Immunity to non magical weapons***
Ability ***Immolation*** Either burst into flames or cause target to burst into flames. Flames are rated as specific Fire Intensity (Mythras Core pg 79). Target will continue to burn until extinguished which takes an action point.
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
Ability ***Telekinesis*** To interact with the physical world spirit can instinctively move objects via telekinesis, providing part of their intangible body is touching it. They have a pseudo STR equal to their POW, though for the expenditure of a Magic Point they can multiply this limit by a factor of five, solely for the purpose of shifting exceptionally heavy objects.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells.

Standard skills

Athletics STR+DEX+38 Brawn STR+SIZ+38 Endurance CON+CON+38
Evade DEX+DEX+38 Perception INT+POW+38 Unarmed STR+DEX+38
Willpower POW+POW+38

Combat styles

Balrog Slash and ImmolateSTR+DEX+38

Weapon options

1-handed weapons

Amount: 0
Great Sword (+1) (1)
Balrog Flail (multiple tails) (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Great Sword (+1) 1h-melee 2d8 H L - None Y N 11 14
Balrog Flail (multiple tails) 1h-melee 1d10 L L - May Entangle. If so, a contest of Brawn will draw the victim onto the balrog's burning body, as per the Immolation ability. Y N 9 12