Climate/Terrain: The Abyss
Frequency: Very Rare
Activity Cycle: Any
Intelligence: Supra-Genius (19-20)
Treasure: H x3
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -8
Movement: 15, Fl 36 (B)
Hit Dice: 13
Number of Attacks: 2
Sword: d12 + Vorpal
Whip: d4 + Hold
Fists (x2): 2d6, 2d6 + Save vs. Spell at -6 of flee in terror for d6 turns.
Darkness 15' Radius (per spell, Tanar'ri Ability)
Dispel Magic (per spell, Balor Ability)
Fear (per spell, Balor Ability)
Gate, per spell: d8 Least, d6 Lesser, d4 Greater or 1 True Tanar'ri, automatically, 1/hour.
Pyrotechnics (per spell, Balor Ability)
Suggestion (per spell, Balor Ability)
Symbol (any type, per spell, Balor Ability)
If slain in the Abyss, Balor explode in a blinding flash of light that does 50 hp damage to everything with a 100' radius (Save vs Spell for half damage.)
Immune to non-magical Fire, Lightning and Poison
Takes half damage from Magical Fire, Cold and Gas
+3 or better Weapons to hit, but full damage from Iron Weapons, half damage from Silver
Detect Magic (per spell, Balor Ability, always active)
Detect Invisibility (per spell, Balor Ability, always active)
Infravision (per spell, Tanar'ri Ability)
Read Magic (per spell, Balor Ability)
Telekinesis (per spell, Balor Ability)
Teleport Without Error (per spell, Tanar'ri Ability)
Telepathy/Tongues (Tanar'ri ability): Can communicate Telepathically with any intelligent life form regardless language barriers.
Tongues (per spell, Balor Ability)
Takes full damage from Iron Weapons, half damage from Silver
Magic Resistance: 70%
Size: L (12 feet tall)
Morale: Fanatic (17-18)
XP Value: 26,000
Note: As applicable, all Spell like ability are cast is if the Balor were a 20th Level Mage and are usable once per round unless otherwise noted. Their Sword (Speed 6, d12/d12) is a Vorpal Weapon, that Detects Good at 30' Radius. Any creature pickling up a Balor's Sword suffers 10d6 damage and must Save vs. Spell or die. Their Whip (Speed 8, d4/d4) magically wraps around it's victim, who is drawing into the Balor's bodily flames for 4d6 damage per round. Escape requires a successful check against half the victim's Strength score. A Whip that holds a victim cannot be used in attacks.
Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 95
Ed's Notes: The most powerful of the True Tanar'ri and arguably the biggest badasses in the Lower Planes. Despite having infinite layers on their home plane, thankfully, only about 24 are known to exist.