Difference between pages "Nalfeshnee" and "Balrog"

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[[Category: Lacks Image]]
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[[File:balrog-image-1.jpg|340px|left|Balrog]]
 
{{Bestiarychart
 
{{Bestiarychart
| name = Nalfeshnee
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| name = Balrog
| species = chthonic
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| species = chthonic (demon)
 
| noapp = 1
 
| noapp = 1
 
| behaviour = malevolent
 
| behaviour = malevolent
| range = [[Abyss (plane)|Abyss]], subterranean
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| range = Abyss, ruin, subterranean
| size = 10 ft. 6 in. tall
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| size = 12 ft. tall
| weight = 1,400 lbs.
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| weight = 3,100 lbs.
| int = 11–12
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| int = 14 to 16
| AC = -1
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| AC = -7
| HD = 11
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| HD = 12+8
| AP = 7
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| AP = 5
| THAC0 = 13
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| THAC0 = 12
| hpdie = d12
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| hpdie = 3d4
| attack = claw/claw, bite
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| attack = claw/claw or long sword/whip
| dmg = 2–12/2–12, 4–24
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| dmg = 3–18/3–18 & 4–24/5–15
| special = [[Darkness (spell)|darkness]], [[Detect Magic (spell)|detect magic]], [[Dispel Magic (spell)|dispel magic]], [[Fear (spell)|fear]], [[Gate (spell)|gate]], immunities, levitation, magic resistance, [[Phantasmal Figure (spell)|phantasmal figure]], +1 weapon to hit, polymorph, [[Demonic Possession|possession]], [[Symbol (spell)|symbol]], telekinesis, [[Teleport (spell)|teleport]], ultravision
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| special = [[Magic to Hit|+2 weapon to hit]], [[Buffeting|buffeting]], [[Fear (spell)|cause fear]], [[Darkness (spell)|darkness]], [[Detect Invisibility (spell)|detect invisibility]], [[Detect Magic (spell)|detect magic]], [[Dispel Magic (spell)|dispel magic]], [[Gate (spell)|gate]], immunities, long sword +3, [[Magic Resistance|magic resistance]], [[Demonic Possession|possession]], [[Pyrotechnics (spell)|pyrotechnics]], [[Suggestion (spell)|suggestion]], [[Symbol (spell)|symbol]], [[Telekinesis (spell)|telekinesis]], [[Teleportation (spell)|teleportation]], [[Ultravision (spell)|ultravision]], whip
 
}}
 
}}
  
These enormous [[Demon|demons]] are enormous beast-like creatures, with the snout, hooves and ears of a swine, the black glossy hair and body of an ape. In temperament these creatures are rapacious, cruel and arbitrary, receiving enormous pleasure from catching souls on the cliffs of the Abyss and rending them to pieces and devouring them, knowing the souls will incorporate themselves into [[manes]] – beginning the hunt once again, uncounted times.
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These immense [[Demon|demons]] stand between 12 and 14 feet tall, with horns, demonic features and tattered wings. The body resembles a broken lava surface over a red-hot interior, while the creature’s body produces its own blazing flames. A substantial portion of its body is made of heat-softened rock.
  
The origin of these creatures is believed to have begun with [[demonic possession]] of creatures on the [[Prime Material Plane]]. For two thousand years, shamans and clerics carried forth a practice of casting demons out into animals, particularly swine, who were then ritually killed by driving them into pits or otherwise sacrificed. This returned many thousands of demons into the depths, whose bodies were contorted and reshaped into polluted manifestations of the original form.
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As weapons, it favours a long sword that functions as a flame tongue, as well as a whip of many twisted metal cords. These weapons, too, are [[Enlarge (spell)|enlarged]], augmenting the amount of damage they cause.
  
As a result, there are many nalfeshnee with profound shapes and characteristics, including antlers, mandibles, back plates and ridges, eyes on stalks, tentacles, humped backs, spines, spikes and tails of various forms. Nalfeshnee possess larger wings with a span of at least a dozen feet, though the creatures are too heavy to fly.
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In temperament they are surprisingly taciturn and aloof, so much that they dislike acting in concert with other creatures. Loneliness is their greatest pleasure, and as such they prefer to occupy the deepest, most isolated chasms of the [[Abyss (outer plane)|Abyss]].
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== Mythology & Origin ==
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Balrogs do not originate from Earthly culture at all, but were corrupted from beings called the [[Ainur (demi-gods)]], who in turn were created by Eru Iluvatar, one of the many names of the supreme being of the universe. The Ainur occupied [[Silvanie]], a land in Outer Earth, a great flat disc adrift in the Astral Sea. This is likewise the origin place of [[Elf Race & Physiology|elves]], who came to Earth from Silvanie some 50,000 years ago.
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[[Melkor]], the most powerful of the Ainur, corrupted the lesser members of his kin into the [[maiar]], who roamed freely throughout the multi-universe. Balrogs made up a substantial part of these maiar. Following the [[War in Heaven (myth)|War in Heaven]], however, many evil creatures were bound from trespassing into the blessed planes, confining them to the lower, or evil planes of existence. The balrog, who despised order and compulsion, found refuge in the infinite Abyss, where they remain, largely of their own choice. Because of their origin, and unlike other common demon forms, balrogs are like demon princes in that they can depart the Abyss when they wish. They do not have the power to enter into the divine realms (Heaven, [[Elysium (outer plane)|Elysium]], etcetera), but they may and do occasionally enter the contested [[Prime Material (inner plane)|Prime Material Plane]].
  
 
== Advantages ==
 
== Advantages ==
Nalfeshnee are immune to [[Sleep (spell)|sleep]] and charm magic, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to [[Teleport (spell)|teleport]]. They are able to be hit only by weapons with a bonus of +1 or greater. They possess a natural [[Ultravision (spell)|ultravision]]. If pressed, they have a 60% chance of gating another nalfeshnee to their location or 2–7 manes demons automatically. They are able to produce [[Darkness (spell)|darkness]] at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with [[Dispel magic (spell)|dispel magic]].  The nalfeshnee is also protected by a magic resistance of 65%.
 
  
They are also able to [[Fear (spell)|cause fear]], [[Levitate (spell)|levitate]], [[Detect magic (spell)|detect magic]], [[Dispel magic (spell)|dispel magic]], [[Polymorph self (spell)|polymorph self]] or use a [[symbol]] of hopelessness or pain. Once per day they may perform [[Telekinesis (spell)|telekinesis]] or create a [[Phantasmal figure (spell)|phantasmal figure]] once per day that will be indistinguishable from the original.
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Balrogs are immune to [[Sleep (spell)|sleep]] and charm magic, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to teleport. They are able to be hit only by weapons with a bonus of +2 or greater. They possess a natural [[Ultravision (spell)|ultravision]]. They are able to produce [[Darkness (spell)|darkness]] at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with [[Dispel Magic (spell)|dispel magic]]. They have a high magic resistance of 75%.
  
All these abilities can be performed at will, requiring only 1 [[action point]] to perform. However, no more than one such power may be performed per [[combat round]]. Most may be performed from round to round, but a given power can’t be put into place if already present.
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If pressed, balrog have an 70% chance of gating another demon (roll a d6): either a [[Glabrezu|glabrezu]] (1–2) or a [[Nalfeshnee|nalfeshnee]] (3–6).
  
Nalfeshnee may not possess creatures who are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demon. The act of possession requires one full round of the nalfeshnee’s movement.
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Balrogs are also able to perform '''detect magic''', '''detect invisibility''', '''telekinesis''' and '''suggestion''', '''cause fear''' or '''pyrotechnics''', '''dispel magic''' or use a '''symbol''' of hopelessness or pain.
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All these abilities can be performed at will, requiring only 1 [[Action Points|action point]] to perform. However, no more than one such power may be performed per [[Combat Round|combat round]].  A power cannot be employed if it is already active.
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[[File:balrog-image-2.jpg|440px|right|Balrog]]
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Balrog cannot fly, but in combat they will beat their wings rapidly (buffeting), causing 2–5 damage to all within three hexes (no saving throw). This buffeting will also sweeping their enemies in partial flames. This will singe hair and require that fragile items like paper, loose clothing (capes and cloaks), or thin wood (arrows, bows, [[Javelin (weapon)|javelins]]) must make a [[Saving Throws for Items|saving throw against magical fire]].
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The long sword causes 4–24 damage and is +3 to hit and damage. Any creature struck by the weapon must make saving throw for worn or carried clothing, leather and wood (such as shields); clothing that fails will be singed and ruined; leather and wood will break or cease to be of effect. The sword can strike within two hexes of the balrog.
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The whip, or cat-of-nine, causes 5–15 damage (2d6+3). When struck, the target must make [[Saving Throws|save against petrification]] or be [[Stun Lock|stunned]], regardless of the damage sustained. The demon will then pull the target to the nearest edge of its own hex, causing an additional 2–12 damage to the target from the flames of the demon’s body. The whip can strike within four hexes of the balrog.
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Balrogs may not [[Demonic Possession|possess]] creatures that are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demoness.
  
 
== Dweomercraft ==
 
== Dweomercraft ==
Due to the exorcism ritual that exiled them to the Abyss, sometimes centuries ago, nalfeshnee make excellent and willing servants for wizards seeking revenge upon a certain culture or people. If summoned and thus enabled to act, nalfeshnee are quite willing to perform any service, so long as it requires no more than a week to complete. The freedom to do as it pleases, after the given service, will always be the condition the nalfeshnee demands in exchange.
 
 
After a week, whether the service is performed or not, the nalfeshnee’s need to seek revenge on those who exorcised it to the Abyss (or their descendants) will get the better of the demon. It will abandon its promises and teleport to where it can begin the revenge it has nurtured. Nalfeshnee prefer to possess a body, then murder its victims secretly, causing as much anguish as possible to one poor creature at a time, for as long as it can remain at large.
 
  
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Summoned balrog will be extraordinarily angry upon appearance, that their solitude has been disturbed. However, if promises are made within three sentences that the summoner is ready to offer a peculiar place of refuge upon the Prime Material or Astral planes, such as a dungeon lair or a deserted castle, the balrog will listen to a proposal. As such, balrog make excellent guardians for such places, so long as they are remote, godforsaken and absent of neighbours. Given the opportunity, a balrog might comfortably remain in such a place for centuries.
  
See [[Bestiary]]
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If the desire of the summoner would be to protect a precious item from outsiders, the balrog should be informed. The balrog will act as guardian; but may, from time to time, call the summoner to deal with troublesome bothers beyond the balrog’s adopted lair, such as a village of humanoids or a nest of other creatures that may spring up in the area. The balrog will be happy to slaughter any invaders into its lair, but it will not like to venture outside to deal with neighbours. In this regard, the summoner will be treated as a landlord, and may be teleported to the balrog without notice.
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See [[Bestiary|Bestiary]]

Revision as of 19:25, 20 August 2020

Balrog
Balrog
Species chthonic (demon)
No. Appearing 1
Behaviour malevolent
Range Abyss, ruin, subterranean
Size 12 ft. tall
Weight 3,100 lbs.
Intelligence 14 to 16
Armour Class -7
Hit Dice 12+8
Action Points 5
Max. Stride
THAC0 12
Hp/Die 3d4
Attack Forms claw/claw or long sword/whip
Damage 3–18/3–18 & 4–24/5–15
Special Attacks +2 weapon to hit, buffeting, cause fear, darkness, detect invisibility, detect magic, dispel magic, gate, immunities, long sword +3, magic resistance, possession, pyrotechnics, suggestion, symbol, telekinesis, teleportation, ultravision, whip

These immense demons stand between 12 and 14 feet tall, with horns, demonic features and tattered wings. The body resembles a broken lava surface over a red-hot interior, while the creature’s body produces its own blazing flames. A substantial portion of its body is made of heat-softened rock.

As weapons, it favours a long sword that functions as a flame tongue, as well as a whip of many twisted metal cords. These weapons, too, are enlarged, augmenting the amount of damage they cause.

In temperament they are surprisingly taciturn and aloof, so much that they dislike acting in concert with other creatures. Loneliness is their greatest pleasure, and as such they prefer to occupy the deepest, most isolated chasms of the Abyss.

Mythology & Origin

Balrogs do not originate from Earthly culture at all, but were corrupted from beings called the Ainur (demi-gods), who in turn were created by Eru Iluvatar, one of the many names of the supreme being of the universe. The Ainur occupied Silvanie, a land in Outer Earth, a great flat disc adrift in the Astral Sea. This is likewise the origin place of elves, who came to Earth from Silvanie some 50,000 years ago.

Melkor, the most powerful of the Ainur, corrupted the lesser members of his kin into the maiar, who roamed freely throughout the multi-universe. Balrogs made up a substantial part of these maiar. Following the War in Heaven, however, many evil creatures were bound from trespassing into the blessed planes, confining them to the lower, or evil planes of existence. The balrog, who despised order and compulsion, found refuge in the infinite Abyss, where they remain, largely of their own choice. Because of their origin, and unlike other common demon forms, balrogs are like demon princes in that they can depart the Abyss when they wish. They do not have the power to enter into the divine realms (Heaven, Elysium, etcetera), but they may and do occasionally enter the contested Prime Material Plane.

Advantages

Balrogs are immune to sleep and charm magic, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to teleport. They are able to be hit only by weapons with a bonus of +2 or greater. They possess a natural ultravision. They are able to produce darkness at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with dispel magic. They have a high magic resistance of 75%.

If pressed, balrog have an 70% chance of gating another demon (roll a d6): either a glabrezu (1–2) or a nalfeshnee (3–6).

Balrogs are also able to perform detect magic, detect invisibility, telekinesis and suggestion, cause fear or pyrotechnics, dispel magic or use a symbol of hopelessness or pain.

All these abilities can be performed at will, requiring only 1 action point to perform. However, no more than one such power may be performed per combat round. A power cannot be employed if it is already active.

Balrog

Balrog cannot fly, but in combat they will beat their wings rapidly (buffeting), causing 2–5 damage to all within three hexes (no saving throw). This buffeting will also sweeping their enemies in partial flames. This will singe hair and require that fragile items like paper, loose clothing (capes and cloaks), or thin wood (arrows, bows, javelins) must make a saving throw against magical fire.

The long sword causes 4–24 damage and is +3 to hit and damage. Any creature struck by the weapon must make saving throw for worn or carried clothing, leather and wood (such as shields); clothing that fails will be singed and ruined; leather and wood will break or cease to be of effect. The sword can strike within two hexes of the balrog.

The whip, or cat-of-nine, causes 5–15 damage (2d6+3). When struck, the target must make save against petrification or be stunned, regardless of the damage sustained. The demon will then pull the target to the nearest edge of its own hex, causing an additional 2–12 damage to the target from the flames of the demon’s body. The whip can strike within four hexes of the balrog.

Balrogs may not possess creatures that are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demoness.

Dweomercraft

Summoned balrog will be extraordinarily angry upon appearance, that their solitude has been disturbed. However, if promises are made within three sentences that the summoner is ready to offer a peculiar place of refuge upon the Prime Material or Astral planes, such as a dungeon lair or a deserted castle, the balrog will listen to a proposal. As such, balrog make excellent guardians for such places, so long as they are remote, godforsaken and absent of neighbours. Given the opportunity, a balrog might comfortably remain in such a place for centuries.

If the desire of the summoner would be to protect a precious item from outsiders, the balrog should be informed. The balrog will act as guardian; but may, from time to time, call the summoner to deal with troublesome bothers beyond the balrog’s adopted lair, such as a village of humanoids or a nest of other creatures that may spring up in the area. The balrog will be happy to slaughter any invaders into its lair, but it will not like to venture outside to deal with neighbours. In this regard, the summoner will be treated as a landlord, and may be teleported to the balrog without notice.

See Bestiary