Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
62<br />
doesn’t suffer damage from holding more than five<br />
times its Constitution, but does shed those extra levels<br />
as radiant energy (light and heat) at the rates<br />
specified in the aforementioned spellfire rules.<br />
A balhiir has only one draining “attack” per<br />
round, but the creature can passively drain many<br />
items at once. Any spell or magical item that is cast<br />
or brought within 10’ <strong>of</strong> the balhiir is absorbed as<br />
above.<br />
Only two methods are known to defeat a balhiir.<br />
The first is that its magic-absorbing abilities must be<br />
overloaded, as with the spellfire ability. This method<br />
usually requires several high-level mages casting<br />
spells into the creature simultaneously. The second<br />
method involves binding the balhiir to a physical<br />
object or a creature. The specific details <strong>of</strong> this ancient<br />
ritual are left for DMs to decide and players to<br />
ponder.<br />
Once bound, the balhiir is freed upon the destruction<br />
<strong>of</strong> the vessel containing it. The balhiir can then<br />
be rebound only by the being that freed it. Its rescuer<br />
can attempt the ritual to rebind the balhiir or can attempt<br />
to draw the creature’s energy into himself<br />
through sheer force <strong>of</strong> will. To do this, the character<br />
must save vs. death (the price <strong>of</strong> failure in this instance).<br />
Divide the total spell levels held by the balhiir<br />
by the character’s Constitution score, rounding<br />
up, to reach a number similar to the spellfire danger<br />
rating. Apply a -1 modifier to the saving throw for<br />
each number above 5.<br />
If the save is made the character lives, and until<br />
the character uses up the balhiir’s spell levels, the<br />
character can cast spellfire as a 1st-level wielder. All<br />
normal spellfire rules apply. Once the spell levels are<br />
used, the balhiir is destroyed and the character must<br />
make a system shock roll to survive the experience.<br />
Habitat/Society: Balhiirs normally reside on the<br />
Negative Energy Plane, and in the creatures’ native<br />
environment, they can absorb all forms <strong>of</strong> energy, including<br />
life forces or experience levels. Little else is<br />
known <strong>of</strong> the balhiir’s habits in its home plane, due<br />
to that plane’s inimical effect on normal lifeforms.<br />
Ecology: Balhiirs are very efficient in their use <strong>of</strong><br />
the energy/magic they consume. These creatures can<br />
hold enough energy to keep them active for months.<br />
If they run out <strong>of</strong> energy however, they do not perish.<br />
Instead, they enter a form <strong>of</strong> hibernation that<br />
can last indefinitely. The presence <strong>of</strong> energy within<br />
its sensory range awakens it, a process that requires a<br />
full turn.<br />
History: While a prisoner <strong>of</strong> the Cult <strong>of</strong> the<br />
Dragon, Shandril accidentally released a balhiir<br />
trapped in a sphere <strong>of</strong> crystal when she struck a Cult<br />
mage with it. The creature then absorbed the Cult<br />
mage’s magic, that <strong>of</strong> Shandril’s companion Narm,<br />
and several members <strong>of</strong> the Knights <strong>of</strong> Myth Drannor,<br />
filling it with incredible amounts <strong>of</strong> raw magical<br />
energy.<br />
Elminster arrived on the scene and instructed<br />
Shandril that, as she was the one who released the<br />
balhiir, it must be she who destroyed it. Shandril did<br />
so, despite agonizing pain. This process also awakened<br />
her latent spellfire abilities, inherited from her<br />
mother, who also possessed the power to hurl bolts <strong>of</strong><br />
raw magical energy.<br />
Sources: SPELLFIRE® game.