God Balor

Balor of the Evil Eye is a king of the Fomorians, who lives on Tory Island.

Balor is notable for his eye in the middle of his forehead and one directly opposite at the back, which means he couldn’t be sneaked up on from behind. According to prophecy, Balor is to be killed by his grandson. To avoid his fate, he locked his daughter, Ethlinn, in a tower made of crystal to keep her from becoming pregnant. However, Cian, one of the Tuatha Dé Danann, with the help of the druidess Birog, managed to enter the tower. She gave birth to triplets by him, but Balor threw them into the ocean. Birog saved one, Lugh, and gave him to Manannan mac Lir, who became his foster father. He was called Lugh Lamhfada and became a member of the Tuatha Dé Danann.

Lugh led the Tuatha in the second Battle of Magh Tuiredh against the Fomorians. Ogma disarmed Balor during this battle, but Balor killed Nuada with his eye. Lugh shot a sling-stone which drove Balor’s eye out the back of his head, where it continued to wreak its deadly power on the Fomorian army. In other versions Lugh blinded Balor with a spear made by Goibniu, or decapitated him and used his eye against the Fomorians.

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Balor
Size Huge
Giant (Fomorian) / Greater God
Hit
Dice
15d10
+ 17d8 + 320Hit Points: 532
Initiative +13
(Dexterity)
Speed 50 feet
AC 28
(-2 Size, +8 Dexterity, +12 Natural)
Attacks Gargantuan
Iron club +22/+17/+12 melee (3d8d6+12) or Rocks +29/+24/+19 ranged (2d8+12)
Face/Reach 10 feet
by 10 feet / 15 feet
Special
Attacks
Eye
of Balor, Fomori Infection, Rock-Throwing, The Call of Balor
Special
Qualities
Rock-Catching,
Immunity to Mind-Affecting Spells
Saves Fort
+26, Ref +18, Will +13
Abilities Strength
35, Dexterity 26, Constitution 30, Intelligence 12, Wisdom 12, Charisma 6
Skills Bluff +35, Climb +35, Swim +38
Feats Blind-Fight,
Cleave, Great Cleave, Power
Attack
, Sunder
Alignment Chaotic
Evil
Domains Chaos,
Destruction, War

Eye of Balor (Sp): If Balor ever opens his eye and looks upon a mortal, that individual will instantly die. The target character is allowed a Fortitude Save at DC 35 to resist this effect.

Fomori Infection (Ex): All those injured by a Fomorian have a chance of becoming one. The Fomorians often injure their opponents and leave them behind, hoping that their bodies will twist and their minds be driven to the madness of the Fomori Giants. Those who are affected by this sickness find themselves turning into Fomori – twisted creatures, half-human and half-animal, their bodies corrupted and covered with disfigurements and revolting lesions. Their minds, too, are tainted by this infection, twisted to evil with little thought of their pasts or their previous morality. All creatures injured in combat with Balor must make a Fortitude Save at DC 25. If they fail, they are infected, and will change into a Fomori within 5 hours of the attack.

The Call of Balor: Balor can corrupt any emotion, twisting it into its opposite. He uses this on his enemies in order to make them defend him and attack their allies, causing untold problems in the military structure of those who dare assault the King of the Fomorians. Many enemies have fallen to this power, slitting their own throats as a sign of their true and undying ‘love’ (once hatred) for Balor. Those affected must see Balor’s eye (though he does not necessarily have to see theirs) and resist with a Will Save (DC 30). In mortals, this effect is permanent. For gods, it lasts 1d10 turns.