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The Balor is one of the most powerful tanar'ri in the AD&D game.

In Baldur's Gate II, a Balor can be a challenging opponent.

Gameplay[]

In general, the Balor has powerful physical attacks, good Armor Class and saving throws, as well as 70- 90% Magic resistance.

Aside from their Panic inducing melee attack, they can also cast Symbol, Stun (once), Remove Magic (once), and Confusion (once). They can only be harmed by weapons with enchantment level of +3 or greater.

Balors receive a +4 bonus to hit and damage in melee combat against Human creatures, their racial enemy.

Throughout Shadows of Amn and Throne of Bhaal, the party will encounter a number of balors. These fiends have varied statistics. Some can cast spells more often, some have lower magic resistance but higher elemental resistances, some can be harmed by +2 weapons, and some have resistance to physical damage.

Due to their high magic resistance, most offensive spells are not very effective against them. One of the few exceptions is Bolt of Glory, which ignores magic resistance and deals considerable damage against all fiends.

Chaotic Commands is one of the best defensive spells against balors and demons in general. It offers immunity to most debilitating effects frequently used by demons, including Hold, Charm, Confusion, and Stun.

A number of other items and spells also grant the effect Free Action along with immunity to Hold and Stun, such as the Ring of Free Action, Potion of Freedom, and Free Action (Hold only).

It is notable that the Pit Fiend one of the most powerful devils in AD&D and the Balor, the cream of the crop for a Tanar'ri - both are quite underdeveloped in this game, missing several special powers and abilities. The characteristic balor's flame-wreathed body isn't implemented, its special sword and deadly flail-whip are not accounted for. Balor's also have an explosive death throe when killed, but that also isn't implemented in the game.

See also[]

Balor (Underdark) for a unique version of this creature encountered as part of the Svirfneblin village concerns questline in the Underdark.

Balor versions (Suldessellar/Watcher's Keep)[]

One Balor[1] is used in the Moonblade fight cutscene and cannot be engaged as it dies during the fight with the elven warriors.

Another (displayed in the InfoBox) can be engaged and is spawned when one gets close to the castle to free the queen. It cannot cast any spells, but its skull weapon is capable of putting it's target in a panic state. Its two rings grant a number of immunities on top of its natural 90% magic resistance and excellent AC.

One balor (TELBAL1) is present in the Teleport Maze- and is seen presumably fighting three Cornugon fiends, as part of the never ending Bloodwar between the Baatezu and Tanar'ri. This balor has a different attack weapon that can cause a Vorpal effect with no saving throw.

The balor also has a different repertoire of innate spell abilities that it is scripted to use. See the InfoBox for a preview.

Two more balors are summoned to support Irenicus in the final battle in Hell. These creatures are only 10-HD versions and have no spells or special innate attacks. They are melee combatants only and can't see invisible creatures.

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Installation of the Sword Coast Stratagems Mod, and the "Improved Fiends" component will alter the Balor to make it scale better in the game, as well as to include some of the 2nd Edition D&D abilities and powers missing from the unmodified game, as follows:

Balors (cast at 24th level):
Fire Storm and Implosion, once per day each.
Stoneskin, once per 3 rounds.
Teleport without Error, Remove Magic, Telekinesis, Symbol: Stun, Symbol: Death, and Domination, all at will.
Permanently wreathed in flames (Aura of Flaming Death effect)
All Balors now wield the vorpal swords that the Watchers' Keep Balors wield; but these have been modified so that they kill but don't chunk, and so that they allow a saving throw (vs death, at -4). Some SCS Balor's explode upon death in a destructive burst of fire and magical damage (implementing the 2nd edition D&D death throe).

The Ascension mod (with or without SCS) will add a Balor to Demogorgon's "Summon the Infernal Host" power. It will also add at least two instances of several gated demons, including two balors to assist the final antagonist in the final battle royale for the The Throne of Bhaal.

Mod gallery[]

External Links[]

References

  1. SUDEMON.CRE is used in the house  (AR2808) where the moonblade can be obtained. The cutscene is CUT56A.BCS.
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