Balor The Fallen King

by ArgenisDBarrios

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Balor The Fallen King

My Fallen King,

Balor, my father. There is much in my writing that I would wish to say to you. There aren't enough words to put to paper within the infinite realms across the stars to make you understand how much you truly failed us. Everyone, not just me. But, that is far too late now isn't it? We stand victorious after your defeat, my friends and I celebrated the liberation of the people of this continent. And my beloved cherishes every moment with her people. Free, such a word I dare not believe ever befell upon your ears, nor was it on your tongue to speak and give. The desperation I witnessed over millennia as you hungered for power, as you craved conquest, and as you pushed further and further only allowed me to make the final decision much easier. It was never easy however, after all you were still my father, and the one who raised me. But, that man was no longer there in the final moments. You were far too gone into your spiral.

Even as world after world fell upon our might, we saw more of the realms than most, yet you remained blind to what we became. Perhaps I might have ended up like you eventually had we not come to this realm of Astandia.

How odd did I find it here, it was so easy to conquer the first continent, but even then there was so much beauty that remained in the heart of its people. Their determination inspired me to truly see for the first time. Love, in the end, guided my blade. Faerender was once a fine sword that slew thousands upon thousands of Fey folk in my hands. Yet it was its last purpose to help bring your downfall.

It hurts to see your death even as I understand its reason. You were the price I paid. I had hope that perhaps you would see as I have, learn as I have, and love as I have. But, my words and actions never reached you. They weren't enough. That is my biggest regret as I remain in this realm. I was able to save it from you, but I was not able to entirely save myself from the curse placed upon our people because of our legacy. My legacy, I will remain as I am, I will guard your Verdant Loadstones so that no other being ever uses them to launch a conquest upon the infinite realms.

One day, upon my death, I look forward to finding you somewhere in the life after this. As I know that my sins are far too heavy to forgive even through one life of repentance. When I find you, I wish for us to speak of all things.

Perhaps you might understand me in that moment

-Octriallach, Champion & Liberator of Eldon'vas

A Realm Wide Threat

He may have been defeated once at the hands of his son and heroes of a previous time, but the wrath of this titan can't be held within just a single age of men.

Whether Balor was brought back through magical means, or through divine intervention, one thing is certain: He is a threat to the entire realm you inhabit.

You must do your utmost to prepare for battle against such a threat and treat it appropriately, as the landscape itself changes all around you in the wake of his every calamitous step; steel yourself to face him, and to stop him.

One could easily mistake the giant for a mountain if you weren't perceptive enough. Balor stands as a fixture of the worlds he conquers, and with his battleborne sons he commands a powerful army of fomorian giants and those who are forced to fight for him from the various worlds he has claimed.

Conqueror of Realms

Balor has conquered multiple planes of existence. His army can range depending on the worlds he has conquered. When choosing to use Balor as a threat within your games take the time to really make him your own. From the realm of fey (his original home), the hells. No realm is truly safe.

Balor could command various squadrons of devils, demons, fey, aberrations, and elementals. Any outer being makes up his armies as they are led with an iron fist. Further bolstered by the strength of his giant brethren and children each of which have their own world conquering armies.

Verdant Loadstones

Verdant Loadstones are powerful artifact that allowed Balor to open up gateways and connect the realms he conquered. They were what allowed him to lead entire forces through them and raid the infinite realms beyond his own.

From the first to fall to the last, they were responsible for making it an easy task compounded by the power of the individuals coming through the portals.

Whether some still exists or only shards remain, Balor would seek out to once more start his conquest of worlds. Starting with the one he awakens in. After which, he would look to rebuild the verdant loadstones in order to open up the gateways once more.

A set of four loadstones are needed in order to create a gate to a different plane of existence. The one activating the loadstone need not have been to the plane before but have an understanding and be aware that the plane exists. Should a creature attempt to open up a portal to a plane they aren't familiar with, the loadstones fails to find an anchor to it and they can't be activated this way again for 30 days.

The portal remains open for 6 hours and creatures can move through the portal from either side. the portal itself is 40 feet wide and 60 feet tall. It shines a slight verdant hue and has a slight shimmer to it, and undulates like a blanket of water covering its threshold.

Cold Iron

Using cold iron to overcome his immunity to bludgeoning, piercing, and slashing from weapons that aren't made from such a material can alternatively be exchanged to be able to be overcomed by magical weapons.

Artist Credit

FOMORIAN BALOR by Miklós Ligeti

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Balor The Fallen King

Gargantuan Giant (Titan), Lawful Evil


  • Armor Class 25 (Natural Armor)
  • Hit Points 1205(80d20+500)
  • Speed 60 ft

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 28 (+9) 26 (+8) 26 (+8)

  • Saving Throws Str+18, Dex+11, Con+18, Wis+16, Cha+16
  • Skills Arcana+17, Athletics+26, Intimidation+15, Perception +24
  • Damage Resistances acid, cold, fire, lightning, and thunder
  • Damage Immunities Poison, bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
  • Condition Immunities blinded, charmed, Prone, deafened, frightened, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 34
  • Languages Common, Sylvan, Infernal, Giant, Elven
  • Challenge Challenge 28 (120,000 XP or 240,000 XP as a mythic encounter)

Legendary Resistance (5/Day) If Balor The Fallen King fails a saving throw, he can choose to succeed instead.

Fury of the Titans If Balor The Fallen King would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Decimation Ray, and he regains any expended uses of Legendary Resistance. Additionally, Balor can now use the options in the "Mythic Actions" section for 1 hour.

Magic Weapons Balor The Fallen King's weapon and unarmed attacks are magical

Regenaration Balor The Fallen King regains 25 hit points at the start of his turn

Actions

Multiattack. Balor The Fallen King Makes three attacks in any combination between his sword and his Slam

Slam. Melee Weapon Attack:+18, Reach 20 ft., One Target Hit: 38 (4d12+10) Bludgeoning damage.

Sword of Indech. Melee Weapon Attack:+21, Reach 20 ft., One Target Hit: 36 (6d6+13) Slashing damage plus 22 (4d10) Force damage

Decimation Ray (Recharge 5-6) Balor The Fallen King Shoots a beam of destruction from his eye, Decimating everything in a 40 foot wide, 500 foot line. Creatures in the line must make a DC 25 Dexterity saving throw or suffer 12d12 force damage on a failed save, or half as much damage on a successful one. Non-magical objects and structures in the rays path are disintegrated.

Barreling Mountain (Recharge 5-6) Balor The Fallen King dashes in 120 foot line. All creatures in his path must make a DC 25 Strength saving throw or take 10d12 Bludgeoning damage and be knocked prone. Or half as much damage on a success and not be knocked prone.

Frightful Pressence. Each creature of Balor The Fallen King's choice that is within 250 feet of Balor The Fallen King and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to

Bonus Actions

Crown of Balor. Ranged Spell Attack:+16, Range 300ft, One Target Hit: 26 (4d12) Force damage Seven eye-like motes of light appear and orbit Balor the Fallen King's head that he can send out to strike his foes. Whether he hits or misses, the mote is expended.

Reactions

Regenerate Crown. As a reaction Balor The Fallen King regains 1d6+2 motes of light on his crown.

Titan's Endurance. When Balor The Fallen King takes damage he can use his reaction to shrug off injury. Roll 1d12 + 10 and reduce the damage by the total.

Titanic Shove. When a creature hits Balor The Fallen King with an attack within 20 of him he can use his reaction to shove the creature 30 feet away from him. Additionally the creature must succeed a DC 25 Strength saving throw or fall prone.

Legendary Actions

Balor The Fallen King can take 5 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Balor The Fallen King regains spent legendary actions at the start of its turn.

Attack. Balor The Fallen King makes a Slam or Sword attack.

Dash. Balor The Fallen King dashes 60 feet without provoking attacks of opportunity.

Demolishing Strike (Cost 2 Actions). Balor The Fallen King strikes the ground with its fist, triggering an earth tremor. All other creatures on the ground within 150 feet of Balor The Fallen King must succeed on a DC 25 Strength saving throw or be knocked prone

Mythic Actions

If Balor's Fury of the Titans trait has activated in the last hour, he can use the options below as legendary actions.

Cataclysmic Stomp (Cost 2 Actions) Balor stomps with all his might changing the landscape around him as fissures erupt in a 1 mile radius centered on him. The ground in the area becomes difficult terrain for creatures large or smaller. Lave erupts from these fissures and rocks are scattered in the radius. Creatures within the are must make a DC 25 Dexterity saving throw or take 5d10 fire and 5d10 bludgeoning damage. Or half as much on a success.


Mythic Actions

Falling Star (Cost 2 Actions) Balor leaps 40 feet into the air and comes crashing down onto a space he can see within 120 feet of him. Creatures in the space Balor lands must make a DC 25 Dexterity saving throw or take 20d6 Bludgeoning damage and become restrained as below Balor. Or half as much and damage and they are not restrained on a success. A creature can attempt a DC 24 escape check as an action on their turns to free themselves.

Sword of Indech

Martial weapon (Greatsword), melee weapon, Artifact (requires attunement by a creature the sword deems worthy) This greatsword holds the tortured soul of Indech the first Fomorian King, after he was betrayed by his own son. His wife Cethlenn imbued and enslaved his soul into this platinum blade in order to use his essence to empower their conquests to come.

Magic Weapon. When a creature attunes to the sword, the artifact magically adjusts its size so that creature can wield it as a greatsword. The sword is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. On a hit, the sword deals an additional 4d10 force damage. It also deals double damage to objects and structures.
Attunement. The sword only allows for Balor to attune to it, Unless the runes that Cethlenn enchanted onto the blade are dispelled (9th level dispel magic, DC 20), it might allow for someone else to be able to attune to it. The first time you are attune to this sword, you are changed by its ancient Fomorian soul, you grow 3d6 inches, and gain 2d6 lbs. of muscle mass, the might of a Fomorian instilled onto you. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes Chaotic Evil, and you gain the following traits.
Tongue of Annam: You can speak, read, and write Giant
Fomorian Resistance: You have resistance to Cold and Lightning damage.
Indech's Might: your strength becomes 29, unless its already 29 or higher.

Crown of Indech: You can cast Crown of Stars at 8th level.

Truesight: You grow a large third eye in the middle of your forehead. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.

Random Properties: The Sword of Indech has 2 minor beneficial properties, and 1 major detrimental property if you are not Balor.

New Personality: You gain new personality traits as specified below, these traits override any conflicting personality trait, ideal, bond, or flaw. If Balor is attune to the sword, he ignores these personality changes.
Type Personality Trait
Ideal Death. The penalty for disloyalty is death.
Bond I will do anything, kill anyone, betray and use them, in order to regain what was taken from me.
Flaw I hold a deep hatred for the smaller races.
Conquering Blow: The sword deals an extra 2d10 of its damage on a critical. Medium or smaller creatures must succeed on a DC 20 Wisdom saving throw or become frightened. A creature can repeat this save at the end of its turn.

Cull the Small: The Sword deals an extra 2d6 of damage to Medium or smaller creatures. If Balor is attuned to the sword this damage is instead equal to 1d6 per size category smaller than Balor.

Ancient Smite: Twice per day the sword can cause an extra 2d8 of force damage on hit. If Balor is attuned to the sword this damage increases by 2d8.

Sentience: The Sword of Indech is a sentient, Chaotic Evil item with an intelligence of 20, a Wisdom of 12, and a Charisma of 26. It has hearing and normal vision out to a range of 30 feet. The sword communicates by transmitting emotions to the creature carrying or wielding it. Indech angers in battle when facing other fomorians and creatures large or smaller. He further more imparts frustration when attempting to be diplomatic with the smaller races. If the creature attuned to Indech spares the life of a creature large or smaller he immidiatly ends the attunement and the creature suffers 8d8 psychic damage.

Destroying the Sword: A Fey of CR 21 or above can unmake the sword by making a charisma check contested by a charisma check from the sword. The sword must be touching the Fey creature. If the sword wins nothing happens and it can't be attempted again for 7 days. If the sword loses the contest, it is destroyed.

Using the sword; The sword of Indech is meant to be used as a narrative tool for the party of heroes to stop from getting into Balor's hands. As you can tell the weapon will create a considerably far deadlier encounter should Balor be able to wield it in combat. Either way the sword has enhanced properties whilst Balor wields it. it's attack is properly represented in his stat block but you are able to use all the abilities as they are presented on the item's sheet.

Optional weapon features. If a creature has specific class levels in a class as listed below they gain additional traits:

Class Trait
9th level Barbarian The damage of your brutal critical is always a 1d12.
9th level Fighter Your Indomitable feature allows you to choose to succeed if you fail a save.
11th level Paladin Your improved divine smite deals an extra 1d8 of force damage.
 

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