Aspect of Baalzebul (CR 23)
Huge Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +5(+1 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +41, and Spot +41
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 47 (-2 size, +1 Dex, +38 natural), touch 9, flat-footed 46
Hit Dice: 30d8+360 (495 hp); DR: 20/good and silver
Fort +29, Ref +20, Will +25
Speed: 20 ft., Burrow 20 ft., and Climb 20 ft.
Space: 10 ft.; Reach 10 ft.
Base Attack +30; Grapple +52
Attack: Melee: 2 slams each +43 or Melee: touch +42 (withering touch)
Damage: Slam 1d8+14/18-20/x3 plus 1 vile plus withering
Special Attacks/Actions: Dark Speech, Dilate Aura, disgorge insects, fear and weakness gaze, summon baatezu
Attack Options: Combat Expertise, Improved Feint, Violate Spell-Like Ability (insect plague)
Abilities: Str 39, Dex 13, Con 34, Int 28, Wis 27, Cha 25
Special Abilities: augmented critical, aura of stench (20 ft., DC 37), cloud of flies, disgorge insects, fear and weakness gaze, spell-like abilities, summon baatezu, withering touch
Special Qualities: cloud of flies; regeneration 8; Immune: fire, poison; Resist: acid 10, cold 10; SR 36
Feats: Ability Focus (disgorge insects), Combat Expertise, Dark Speech, Dilate Aura, Improved Feint, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (insect plague), Vile Natural Attack (slam), Violate Spell-Like Ability (insect plague), Weapon Focus (slam) ,
Skills: Appraise +42 (+44 alchemical items), Bluff +50, Climb +55, Concentration +45, Craft (alchemy) +42, Diplomacy +54, Disguise +7 (+9 acting), Gather Information +40, Intimidate +42, Knowledge (arcana) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Listen +41, Search +42, Sense Motive +51, Spellcraft +44, Spot +41, Survival +8 (+10 on other planes or follow tracks), and Swim +47
Climate/Terrain: Maladomini (7th layer of Baator)
Fiendish Codex II
Spell-Like Abilities (CL 20th): At will - fireball (DC 20), geas/quest, greater dispel magic, greater scrying, greater teleport, hold monster (DC 22), insect plague, major image (DC 21), suggestion (DC 20), true seeing, unholy blight (DC 21) 1/day - creeping doom
Augmented Critical (Ex): Baalzebul's slam attack threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Aura of Stench (Ex): At the end of each of Baalzebul's turns, creatures within 20 feet of him must succeed on DC 37 Fortitude saves or be sickened for 10 rounds. The save DC is Constitution-based.
A creature that successfully saves cannot be affected by Baalzebul's aura for 24 hours.
Cloud of Flies (Su): As a use of his disgorge insects ability, Baalzebul can surround himself with a cloud of flies. The flies remain until Baalzebul next uses his disgorge insects ability. As long as they swarm around him, he has concealment (20% miss chance). Gust of wind or similar spells disperse the cloud.
At the end of each of Baalzebul's turns, creatures within 20 feet of him must succeed on DC 37 Reflex saves or take 10d6 points of damage. A successful save halves the damage. The save DC is Constitution-based.
Disgorge Insects (Su): 60-ft. cone, once every 1d6 rounds, damage 20d6, Reflex DC 39 half.
Fear and Weakness Gaze (Su): As the fear and ray of enfeeblement spells; at will; DC 32; caster level 20th.
Fear and weakness gaze has a range of 50 feet. Those targeted by Baalzebul's gaze must succeed on two saving throws, one for fear and the other for ray of enfeeblement.
Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Baalzebul. If Baalzebul loses a limb or body part, the lost portion regrows in 1d6 minutes. Baalzebul can reattach the severed member instantly by holding it to the stump.
Summon Baatezu (Sp): Two times per day, Baalzebul can automatically summon eight cornugons, four gelugons, or two pit fiends. This ability is the equivalent of a 9th-level spell (CL 20th).
Withering Touch (Su): As the wither limb spell; at will; +42 melee touch; DC 32; caster level 20th.
This ability can be combined with Baalzebul's slam attack.
Skills: Baalzebul has a +10 inherent bonus on Bluff, Diplomacy, and Sense Motive checks. He also has a +8 racial bonus on Climb checks. He can take 10 on Climb checks, even if threatened or distracted.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).