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Barail - Fallen Balor
  Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 24d8+312 (404 hp)
Initiative: +11
Speed: 50 ft. (10 squares), fly 80 ft. (good)
Armor Class: 38 (–1 size, +7 Dex, +22 natural), touch 16, flat-footed 28
Base Attack/Grapple: +24/+42
Attack: claw +38 melee (2d8+14+2d6*/19–20)
Full Attack: 2 claws +36 melee (2d8+14+2d6*/19–20) and gore +34 melee (4d6+21+2d6*) and 2 wings +34 melee (2d4+7+2d6*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death sphere, mighty and tireless rage, spell-like abilities, unholy energie, vile damage
Special Qualities: Damage reduction 10/epic and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 34, telepathy 100 ft., true seeing
Saves: Fort +27, Ref +21, Will +21
Abilities: Str 38, Dex 25, Con 36, Int 24, Wis 24, Cha 26
Skills: Bluff +35, Concentration +40, Diplomacy +39, Disguise +8 (+10 acting), Hide +30, Intimidate +37, Knowledge (religion and the planes) +34, Listen +42, Move Silently +34, Search +34, Sense Motive +34, Spellcraft +34 (+36 scrolls), Spot +42, Survival +7 (+9 following tracks), Use Magic Device +35 (+37 scrolls)
Feats: Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Vile natural attack
Epic Feats: Dire Charge, Terrfifying Rage
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (2 –5 barail)
Challenge Rating: 22
Treasure: none
Alignment: Always chaotic evil

A barail stands about 12 feet tall. Its skin is usually dark red. It weighs about 6,000 pounds. It looks like a swollen balor, with a great body mass. Claws, teeth and wings are unnatural big and it smells like sulfur.

Combat

Barails love to join battle, going into a rage at first opportunity. But first, they loose a few spell-like effects at the foe. A barail’s natural weapons are treated as epic, chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

  • Death Sphere (Ex): When killed, a barail implodes, creating a short lived sphere of anhilation. Everyone within 100 ft. of the barail (except other barail or beeings with DvR) must pass a save or it is sucked into the sphere (Reflex DC 28). The save DC is Constitution-based.
  • Flaming Body (Su): The body of a barail is wreathed in flame. Anyone grappling a barail takes 8d8 points of fire damage each round.
  • Mighty and tireless rage (Ex): Barails can fly into a rage five times per day. In a rage, barails temporarily gain a +8 bonus to Strength, a +8 bonus to Constitution, and a +4 morale bonus on Will saves, but take a –2 penalty to Armor Class. The increase in Constitution increases a barail’s hit points by 96 points (a total of 500 hp), but these hit points go away at the end of the rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barail cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 20. Barails cannot prematurely end their rage. Barails can fly into a rage only once per encounter. Entering a rage takes no time itself, but a barail can do it only during his action, not in response to someone else’s action.
  • Spell-Like Abilities: At will— blasphemy (DC 25), greater dispel magic, greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26); 1/day—fire storm (DC 26), greater ruin (epic spell) (DC 28), meteor swarm (DC 27). Caster level 21st. The save DCs are Charisma-based.
  • True Seeing (Su): Barail have a continuous true seeing ability, as the spell (caster level 20th).
  • Unholy Energy (Su): A barail is a beeing of pure evil, hatred and rage. Each of it’s attacks is infused with this evil, resulting in extra unholy damage against any non-evil foe (+2d6). Further, all of his natural attacks are contagious for Festering Anger (p. 30 BoVD). The Fortitude save to avoid infection is DC 30, and the incubation time is 1d4 months opposed to the standard year.
  • Skills: Barail have a +8 racial bonus on Listen and Spot checks.

© André Himstedt