TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  The Mythic BALOR
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Mythic Balor
   
  The creature before you is the very image of demonic 
  might and fury. From the bottom of its clawed feet to the top 
  of the curved horns that rise from its head, it is just over 13 
  feet in height. Its body is an angry red color, and wreathed in 
  flickering black flames. In one hand it holds a wicked jagged 
  sword, and in the other, a massive whip of fire. A pair of batlike 
  wings, the color of dried blood, extend from its back.
  BALOR  
   
   
   
            CR 25/MR 10
  XP 1,640,000
  CE Large outsider (chaotic, demon, evil, extraplanar) 
  Init +22/+2; Senses darkvison 60 ft., low-light vision, true 
  seeing; Perception +38
  Aura flaming body, unholy aura (DC 26)
  DEFENSE
  AC 47, touch 21, flat-footed 39 (+4 deflection, +8 Dex, +26 
  natural, -1 size)
  hp 490 (20d10+380)
  Fort +30, Ref +18, Will +25
  DR 15/cold iron and epic and good; Immune electricity, fire, 
  poison; Resist acid 10, cold 10; SR 41
  Defensive Abilities block attacks
  OFFENSE
  Speed 40 ft., fly 90 ft. (good)
  Melee +1 vorpal unholy longsword +33/+28/+23/+18 (2d6+15), 
  +1 vorpal flaming whip +32/+27/+22 (1d4+8 plus 1d6 fire and 
  entangle) or 2 slams +33 (1d10+14)
  Space 10 ft.; Reach 10 ft. (20 ft. with whip)
  Special Attacks consume mythic power, master summons, 
  mythic power (10/day, surge +1d12)
  Spell-Like Abilities (CL 20th)
       Constant—true seeing, unholy aura (DC 28)
       At will—dominate monster (DC 29), greater dispel magicM, 
  greater teleport (self plus 50 lbs. of objects only), power word 
  stun, telekinesis (DC 25)
       3/day—quickened telekinesis (DC 25)
       1/day—blasphemyM (DC 27), fire storm (DC 28), implosion 
  (DC 29), summon (level 9, any one CR 19 or lower demon 
  100%) 
  STATISTICS
  Str 39, Dex 27, Con 38, Int 24, Wis 24, Cha 31
  Base Atk +20; CMB +35; CMD 57
  Feats CleaveM, Combat Reflexes, Greater Two-Weapon 
  Fighting, Improved InitiativeM, Improved Two-Weapon 
  Fighting, Iron WillM, Power AttackM, Quicken Spell-Like 
  Ability (telekinesis), Two-Weapon FightingM, Weapon Focus 
  (longsword)
  Skills Acrobatics +28, Bluff +33, Diplomacy +33, Fly +33, 
  Intimidate +33, Knowledge (history) +27, Knowledge 
  (nobility) +27, Knowledge (planes) +30, Knowledge (religion) 
  +27, Perception +38, Sense Motive +30, Stealth +27, Use 
  Magic Device +33; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ death throes, dual initiative, sadistic vigor, unbindable, 
  vorpal strike, whip mastery
  ECOLOGY
  Environment any (Abyss)
  Organization solitary or warband (1 mythic balor and 2-5 
  glabrezus)
  Treasure standard (+1 unholy longsword, +1 flaming whip, 
  other treasure)
  SPECIAL ABILITIES
   
  Consume Mythic Power (Su): As a standard action, 
  a mythic balor can make a single melee attack at its highest 
  base attack bonus against a single mythic creature. If the 
  attack hits, it deals damage as normal, and the mythic balor 
  drains 1d4 uses of mythic power from the target, causing the 
  target to lose that many uses of mythic power, and the mythic 
  balor to regain them (up to the maximum number of uses of 
  mythic power that the mythic balor can possess). If the target 
  does not have enough mythic power, then all of the target’s 
  remaining mythic power is drained, instead. A creature 
  whose remaining uses of mythic power are reduced to 0 as 
  a result of this ability, or that is affected by this ability while 
  she already has no remaining uses of mythic power, is treated 
  as being non-mythic for 1d4 hours, and loses all benefits of 
  being a mythic character other than bonus hit points for the 
  duration of that time.
   
  Death Throes (Su): When killed, a mythic balor 
  explodes in a blinding flash of fire that deals 150 points of 
  damage (half fire, half unholy damage) to anything within 
  100 feet (Reflex DC 34 halves). Non-mythic creatures that 
  are reduced to 0 hp as a result of this ability are completely 
  destroyed, as the spell disintegrate, and their souls are 
  extinguished as well, preventing them from being resurrected 
  by any means until a wish or miracle spell is used to restore 
  their soul. Finally, the blast carries a potent curse, and 
  any creature that is damaged by the blast and survives 
  is automatically affected as though by the spell bestow 
  curse (no saving throw). The exact nature of the curse is 
  determined by the mythic balor at the time of its death, and 
  is the same for all affected creatures. The bestow curse effect 
  can only be removed by a mythic spell or ability. The save DC 
  is Constitution-based.
   
  Entangle (Ex): If a mythic balor strikes a Medium or 
  smaller foe with its whip, the mythic balor can immediately 
  attempt a grapple check without provoking an attack of 
  opportunity. If the mythic balor wins the check, it draws 
  the foe into an adjacent square. The foe gains the grappled 
  condition, but the mythic balor does not. As long as the 
  creature remains grappled by the whip, at the beginning of 
  the creature’s turn it suffers 6d6 points of fire damage. The 
  whip uses the mythic balor’s CMD - 10 for the purposes of 
  determining the difficulty to escape the grapple. Finally, a 
  mythic balor can still make attacks with its whip even while a 
  creature is entangled in it. Doing so imposes a -4 penalty on 
  the mythic balor’s attack rolls, but causes both the entangled 
  creature and the target to suffer an additional 2d6 points of 
  bludgeoning damage with each successful hit.
   
  Flaming Body (Su): A mythic balor’s body is 
  covered in dancing flames. Anyone striking a mythic balor 
  with a natural weapon or unarmed strike takes 3d6 points 
  of damage, of which half is fire damage and the other half is 
  unholy damage. A creature that grapples a mythic balor or is 
  
  3
  grappled by one takes 8d6 points of damage (half fire, half 
  unholy) for each round the grapple persists. 
   
  Master Summons (Sp): When the mythic balor 
  uses its summon spell-like ability, it can expend one use of 
  mythic power. If it does, then it can either choose to summon 
  the mythic version of the demon that it summons, or it can 
  choose to summon 1d3 of the non-mythic version of that 
  demon, instead.
   
  Sadistic Vigor (Su): As an embodiment of cruelty, 
  hatred, and rage, a mythic balor is actually physically healed 
  by causing pain and suffering to other creatures. At the end 
  of any round in which a mythic balor dealt at least 50 points 
  of damage to another living creature, it heals 50 hit points. 
  The mythic balor cannot heal more than 50 hit points in this 
  way per round, even if it deals 50 or more points of damage to 
  multiple creatures. 
   
  Additionally, whenever the mythic balor kills another 
  living creature (whether by damaging it or with a death 
  effect), the mythic balor heals an additional 100 hit points. 
  The mythic balor can heal any amount of damage in this way 
  in a turn, provided he kills enough creatures to do so, up to 
  his maximum hit point total.
   
  Unbindable (Ex): A mythic balor possesses 
  the ability to break free of magic circles which flawlessly 
  imprison other, lesser beings. By expending one use of mythic 
  power as a free action, a mythic balor becomes immune to the 
  effects of a magic circle against evil spell, as well as against 
  any other effect which would trap it on the Material Plane 
  (such as a dimensional anchor spell, or the alternate rules for 
  binding a demon listed in Ultimate Magic, but not the rules 
  for ritually summoning a creature found in this book) for 1 
  round.
   
  Vorpal Strike (Su): Any slashing weapon a mythic 
  balor wields (including its standard longsword and whip) 
  gains the vorpal weapon quality. Weapons retain this quality 
  for one hour after the mythic balor releases the weapon, but 
  after this the weapon reverts to its standard magical qualities, 
  if any.
   
  Whip Mastery (Ex): A balor treats a whip as a light 
  weapon for the purposes of two-weapon fighting, and can 
  inflict lethal damage on a foe regardless of the foe’s armor.
  Ecology
   
  Even non-mythic balors are some of the most 
  powerful and elite demons that the Abyss has to offer, so it’s 
  no surprise that mythic balors command even greater awe 
  and respect from the various denizens of that foul plane. 
  While most balors serve other demon lords as generals or 
  captains, this is very rare for mythic balors, who almost 
  always act on their own behalf, and serve as masters of their 
  own hellish domains. In fact, while the term “balor lord” is 
  often used to refer to non-mythic balors of exceptional power 
  and ability, nearly all mythic balors are also balor lords, as 
  well, and many of them are able to rival the power of the 
  weakest of the demon lords. In some cases, mythic balors 
  may actually have all the power and dominion necessary to 
  ascend to become a demon lord, but choose not to, because 
  they feel that their current form will be more powerful or 
  otherwise beneficial to them.
   
  Most mythic balors set themselves up as warlords 
  on one of the many layers of the Abyss, staking out a claim 
  to territory, press-ganging hordes of roving demons, and 
  building up an army, which they then use to wage war 
  against neighboring mythic balors, non-mythic balor lords, 
  or even demon lords, if the mythic balor is particularly bold 
  or successful. Some mythic balors—typically those driven 
  more by hatred than by ambition—choose to focus their 
  attentions on other foes, and marshal their ravaging hordes 
  against greater foes, such as devils, the hated enemies of the 
  blood war, or various good-aligned outsiders. When given the 
  chance, mythic balors have been known to lead conquering 
  hordes of demons into the Material Plane, which they view 
  as being both poorly defended and full of resources, which 
  is  generally true by comparison to their home plane. These 
  mythic balor conquerors can occasionally establish kingdoms 
  of horrific evil on the Material Plane, which may last for 
  generations before the mythic balor is finally banished and 
  his armies scattered, or the concentration of evil and demonic 
  taint is strong enough to drag the mythic balor’s entire realm 
  back into the Abyss.
   
  It is exceptionally hard—and even more 
  exceptionally foolish—to attempt to summon a mythic balor. 
  Those who do are almost universally madmen who are intent 
  on creating destruction and death on an immense scale, and 
  are willing to risk their own lives and souls in order to do so.
  
  4
  New Spells
   
  The following section presents three new spells that 
  are thematically linked to balors and mythic balors.
  FIERY CONCLUSION
  School transmutation [evil, fire]; Level cleric/oracle 5, 
  magus 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of brimstone)
  Range touch
  Target living creature touched
  Duration 1 hour/level (D)
  Saving Throw Fortitude negates, Reflex half, see text; Spell 
  Resistance yes
   
  You infuse the target with volatile magic that creates 
  a powerful explosion in the event of the creature’s death. 
  The target may make a Fortitude save to resist the effect. If 
  he fails, then if he dies during the spell’s duration, his body 
  explodes in a blinding flash of fire that deals 5 points of 
  damage per caster level you possess (half fire, half unholy 
  damage) to anything within 5 feet per caster level you 
  possess. A successful Reflex save halves this damage. This 
  explosion completely destroys the target’s body, preventing 
  any method of resurrection that would require it.
  FORM OF THE BALOR
  School transmutation (polymorph) [chaotic, evil, fire]; Level 
  cleric/oracle 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (1 oz. of demon bile, consumed as part 
  of casting the spell)
  Range personal
  Target you
  Duration 1 min./level (D)
   
  You take on the shape and many of the powers of the 
  terrifying balor demon. This causes you to increase to Large 
  size, giving you a space and reach of 10 feet, and grants you a 
  +6 size bonus to your Strength, a -2 penalty to your Dexterity, 
  and a +6 natural armor bonus. You also gain a fly speed of 
  90 feet with good maneuverability, as well as darkvision 60 
  ft. and low-light vision. You gain the balor’s flaming body 
  special ability, as well as DR 10/cold iron and good. You also 
  gain 10 points of electricity and fire resistance, and a +5 
  racial bonus on saving throws made to resist poison. You can 
  use telekinesis as a spell-like ability once during the spell’s 
  duration (calculate the saving throw DC as though you had 
  cast it normally; use your actual caster level for the effect’s 
  caster level). You gain two primary slam natural attacks, 
  which deal 1d10 points of damage each. Finally, any weapon 
  you wield while transformed in this way gains the flaming 
  and unholy weapon special abilities for as long as you wield 
  them or until the end of the spell’s duration, whichever 
  comes first.
  SUMMON BALOR WHIP
  School conjuration (summoning) [chaotic, evil, fire]; Level 
  antipaladin 3, cleric/oracle 4, magus 3, sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, F (a piece of rope that was used to hang a 
  convicted murderer)
  Range 0 ft.
  Effect flaming whip
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
   
  You summon into your outstretched hand a flaming 
  whip, much like those wielded by the powerful balor demons. 
  Treat it as a normal whip for a character of your size category, 
  except that it deals an additional 1d6 points of fire damage 
  on a successful hit, and it inflicts lethal damage regardless 
  of the foe’s armor or natural armor. You are treated as being 
  proficient with the summoned whip, even if you are not 
  normally proficient with whips. If you lose contact with 
  the summoned whip for any reason (including giving it to 
  another person, being disarmed, or putting it down), the 
  spell ends immediately.
  New Mythic Spells
   
  The following section presents mythic versions of the 
  three spells presented in the last section.
  FIERY CONCLUSION
   
  Choose a number of creatures equal to your mythic 
  tier each time you cast this spell. The chosen creatures are 
  immune to the damage caused by the explosion. Additionally, 
  add your mythic tier to your caster level to determine the 
  damage and the size of the explosion.
  FORM OF THE BALOR
   
  The bonus to your Strength score increases to +10, 
  and the bonus to your natural armor increases to +10 as 
  well. You gain the balor’s death throes ability, except that 
  the amount of damage inflicted is equal to 5 per caster level 
  you possess, and the saving throw DC is equal to form of the 
  balor’s saving throw DC.
   
  Augmented (5th): When you cast the mythic 
  version of this spell, you may choose to expend any number 
  of additional uses of mythic power. For each additional use 
  of mythic power that you expend in this way, you gain a 
  single use of one of the following spells as a spell-like ability: 
  dominate monster, greater dispel magic, greater teleport, 
  power word stun, telekinesis, blasphemy, fire storm, or 
  implosion. You must choose which spell-like abilities you gain 
  at the time that form of the balor is cast, and any spell-like 
  abilities not used by the end of the spell’s duration are lost. 
  You cannot select any given spell-like ability more than once. 
  These spell-like abilities use your caster level as their caster 
  level, and their saving throw DCs are calculated as though 
  you had cast them normally. If the duration of the spell-like 
  ability would extend beyond the end of form of the balor’s 
  duration, it does so.
  SUMMON BALOR WHIP
   
  Whenever you hit a creature that is at least one size 
  category smaller than yourself with the summoned whip, you 
  can immediately attempt a grapple check without provoking 
  an attack of opportunity. If you succeed on the check, you 
  draw the target into an adjacent square, and the target gains 
  the grappled condition, but you do not. You cannot make 
  
  5
  attacks with the summoned whip while using it to grapple a 
  foe. The summoned whip uses your CMD for the purposes of 
  attempts to escape the grapple.
   
  Augmented (4th): If you spend two uses of mythic 
  power, then any creature grappled by the summoned whip 
  suffers an amount of fire damage at the beginning of each of 
  its turns equal to 1d6 per two mythic tiers you possess, for as 
  long as he remains grappled by the whip.
  Summoning Rituals
   
  While most demons can be summoned with a 
  simple planar binding spell, mythic demons are exceptional 
  and require an alternative means of summoning. That said, 
  in some ways summoning a mythic demon is far easier 
  than casting planar binding, in that it doesn’t require any 
  special skills or talent in magic, merely a desire to summon 
  the creature and the ability to acquire certain objects and 
  perform a special ritual. The ritual of summoning a mythic 
  demon is always complex, obscure, and unique to the type 
  of demon being summoned; for instance, the ritual for 
  summoning a mythic hezrou won’t allow a prospective 
  summoner to summon a mythic succubus. 
   
  In addition to being divorced from actual 
  spellcasting, summoning a mythic demon in this fashion is 
  incredibly dangerous and may offer the summoner little in 
  the way of protection against the creature he summoned. 
  Of course, certain measures can be taken to help ensure the 
  safety of the summoner, such as a magic circle against evil 
  spell, or even thick walls or iron bars between the summoner 
  and the summoned creature. 
   
  Performing a ritual of this type requires great skill 
  to do correctly, and the results can be disastrous for those 
  who are unprepared. In order to perform a ritual, it must first 
  be researched; this requires a successful Knowledge check. 
  The exact type of skill check and the DC associated with 
  that check are described in the ritual. Attempting to learn 
  a ritual in this fashion can be attempted once, and if the 
  check is a failure, the check cannot be attempted again until 
  the character gains an additional rank in the appropriate 
  Knowledge skill. 
   
  Once the ritual is learned, the would-be summoner 
  must perform certain steps and acquire certain items in 
  order to perform the ritual, culminating in one or more skill 
  checks in order to determine if the creature is summoned. If 
  it is, then the summoner must make one or more additional 
  skill checks, as outlined in the ritual’s description, in order 
  to safely bind the summoned creature and prevent it from 
  escaping or attacking him. Success or failure on this check 
  can have additional consequences, outlined in the ritual’s 
  description. Finally, if the summoner successfully binds the 
  summoned creature, he can attempt one or more additional 
  skill checks in order to gain command over the summoned 
  creature. The exact nature of this control varies from one 
  ritual to another.
   
  Many mythic demons have more than one ritual 
  which can be used to summon them. The ritual provided 
  below is just one means of summoning a mythic balor.
  Reading a Ritual
   
  These rituals are all formatted the same way, as 
  described below.
  Ritual Name: This is the name of the ritual. The same ritual 
  is often called by different names, and these names can 
  change when being used in the game.
  Research: This lists the appropriate skill or skills required to 
  learn the ritual, and the DCs that must be achieved in order 
  to do so.
  Material Components: If a ritual requires components 
  that are costly or difficult to acquire, they will be listed here. 
  Components not listed here are assumed to be acquirable 
  with one hour of shopping in any settlement with a gp limit 
  of 100 gp or more, and cost a total of 25 gp.
  Description: A brief, flavorful description of how to perform 
  the ritual 
  Time: The amount of time required to perform the ritual
  Summoning: This lists the required skill check and the DC 
  to successfully summon the creature. It also lists the type 
  of creature that is summoned by the ritual, as well as any 
  consequences of failing to summon the creature.
  Binding: This lists the required skill check and DC to gain 
  some measure of control over the summoned creature, 
  and prevent it from escaping or attacking the summoner 
  immediately. This section will contain any special 
  information about how the summoned creature acts if the 
  binding fails, and what the summoner can do if it succeeds.
  Command: This lists the required skill check and DC for 
  the summoner to gain greater control over the summoned 
  creature. The exact nature of this control, as well as how long 
  it lasts, is described here.
  Ritual for Summoning a Mythic Balor
  Rite of the Reaper
  Research: The summoner must succeed on a Knowledge 
  (religion) check (DC 40) to learn this ritual. Doing so 
  generally requires at least one month of research.
  Material Components: The severed heads of twenty-four 
  elders (old or older humanoids with at least 5 Hit Dice), rare 
  incense and oils worth at least 2,500 gp, three brass braziers, 
  an offering of gold, gems, and other treasures worth at least 
  666 gp, and the blood of a lesser demon.
  Description: In order to perform the rite of the reaper, the 
  summoner must place the three brass braziers in a triangle, 
  and then use them to burn the rare incense and oils for eight 
  hours, while reciting an invocation to the powers of the 
  Abyss. At the end of this time, the summoner must place one 
  of the twenty-four severed heads in each of the three braziers 
  and allow it to be consumed in the flames. This must be 
  repeated once each day for eight consecutive days. On the last 
  day, the summoner must pile the offering of treasures in the 
  center of the braziers, douse it in the blood of a lesser demon, 
  
  6
  and then burn it along with the last three severed heads. As 
  the abyssal flames quickly consume the offering—even if it is 
  something that normally would not burn—a thick cloud of 
  black smoke obscures all three braziers, and when it clears, a 
  mythic balor stands where the offering once stood.
  Time: Performing this ritual requires eight hours per day for 
  a period of eight consecutive days.
  Summoning: The summoner must succeed on both a 
  Knowledge (religion) check (DC 30) and either a Bluff or 
  Diplomacy check (DC 30), as the ritual involves extensive 
  supplication to the demon to be summoned, begging him 
  to come to the summoner’s aid and praising him for his 
  prowess. Failure on either check causes the ritual to fail 
  completely. Failing both checks by 5 or more allows the 
  mythic balor to attempt to drag the summoner’s soul into 
  the Abyss: the summoner is affected as though by the 
  mythic balor’s implosion spell-like ability, and, if he dies, his 
  soul is trapped in the Abyss and he cannot be resurrected. 
  Success on both checks indicates that a single mythic balor 
  is summoned. Mythic balors summoned by this ritual wield 
  a scythe instead of a longsword, though they wield it in one 
  hand and do not suffer any penalty for doing so.
  Binding: The summoner must succeed on a Knowledge 
  (religion) check (DC 40) to prevent the mythic balor from 
  harming him. Failure on this check means that the mythic 
  balor immediately attempts to slay the summoner, and then 
  begins to search for other nearby victims, and generally goes 
  on a rampage of destruction. If the summoner succeeds on 
  the check, however, he can offer the mythic balor his soul (or, 
  in very rare cases, something else of extreme value) in order 
  for the mythic balor to spare him. If the summoner does give 
  up his soul in this way, he is not otherwise harmed, though if 
  he later dies, he cannot be resurrected by any means until his 
  soul is restored. Either way, the mythic balor then begins a 
  campaign of slaughter and destruction.
  Command: This ritual does not allow for direct control of 
  the mythic balor, but a summoner who successfully binds the 
  mythic balor and who surrenders his soul to it can attempt 
  a Bluff or Diplomacy check (DC 40) in order to convince 
  the mythic balor to give him some input on who or what is 
  destroyed. This does not give the summoner direct control, 
  but does cause the mythic balor to treat all of his suggestions 
  on what targets to prioritize as highly as though they came 
  from a close ally.
  
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  githzerai, mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this 
  License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse 
  Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, 
  Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  The Penultimate Demon!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - The Mythic Balor.pdf