Summon Greater Balrog
(Conjuration)

Range:  66 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  3 rounds
Area of Effect:  Special
Saving Throw:  None

This spell actually creates a greater balrog from the magics of the plane of Concordant Opposition.

Greater Balrog

Frequency: Very rare
No. Appearing: 1
Armour Class: -6
Move: 12, flight 18 (C)
Hit Dice: 19
% in Lair: 0%
Treasure Type: Nil
No. of Attacks: 3
Damage/attack: 2d6+7, 2d6+7, 2d8
Special Attacks: See below
Special Defences: See below
Magic Resistance: 95%
Intelligence: Low
Alignment: Chaotic Neutral
Size: L (8 feet tall, very broad)
Psionic Ability: Nil

The balrog is the ultimate chaotic killing machine. It is derived from the existing souls of the plane of Concordant Opposition; fuelling its constant battle rage from the entities of deceased fighters.
A greater balrog is around eight feet tall, humanoid in shape, while having a very broad chest. It has a wingspread of twenty feet that will function to lift the creature only when it is in an environment that allows magic to function. When it is an area that does not promote magic, the wings are not large enough to lift the creature, since it is so very dense; weighing over five tons. With grey-black skin, and huge claws and fangs it is definitely lethal to mortal.
The creature is immune to any mind influencing attack (charms, hold spells, sleep, etc) since it technically has no mind; only a basic drive to kill, similar to undead. It has a 95% magic resistance against any spell below tenth, and no magic resistance against any spell of legend. If the magic resistance fails, the creature takes half damage from heat attacks, and half damage from cold attacks. It does take full damage from acid and lightning.
The creature has three eyes, all of which allow it to see as humans do. However, its left eye gives it infravision to 90 feet, and its right gives it ultravision to 60 feet. The middle eye gives the balrog the ability to see things in the ethereal, or border ethereal. Furthermore, the middle eye allows it to see things out of phase, and things that are invisible. Needless to say, it has an excellent perception, only being surprised on a 1 in 10.
The creature has a natural 19 Strength, giving it bonuses to damage for its claw attacks. If there is space available, and it is fighting on soil or sand, it will attempt to buffet its wings. This causes no damage to its opponents, but will fan the loose soil or sand into the air. All opponents within 15 feet of the creature must make a Dexterity check every round or be blinded for 1d4 rounds. The balrog has transparent eye lids that prevent it from being affected by the churned dust.
The balrog will attack anything that is in its vicinity that is larger than a squirrel. If it has been engaged in melee by more than one opponent, it will attack the largest threat first. However, it cannot distinguish precise inches in height. Therefore if three humans attacked it, the recipient of the creature's attacks would be randomly determined.
When the spell is cast the wizard draws a pentagram and stands within it. If the spell is successful and the balrog appears, the wizard will have no control over the creature; it will attack anything and everything. However, the wizard, and anyone standing within the drawn pentagram, will be undetectable by the creature and therefore are safe. Once any individual leaves the pentagram, that person then becomes visible to the menace. So usually its a good policy to wait until the creature has left the area before breaking out the Old Mill.
The material components for the spell are a sanctified holy symbol from the major Chaotic Neutral god, and any "cursed berserker" weapon. Both of which are lost when the spell is cast.

