Belial/Fierna, Lord Of The Fourth (CR 24)

Medium Outsider (Evil and Lawful)
Alignment: Lawful evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: Listen +45 and Spot +45
Languages: Telepathy 100 ft.


AC: 40 (+7 Dex, +6 insight, +17 natural), touch 23, flat-footed 33
Hit Dice: 36d8+288 (450 hp); DR: 15/good and silver
Fort +28, Ref +29, Will +29
Speed: 30 ft., fly 60 ft. (perfect)
Space: 5 ft./5 ft. (10 ft. with ranseur)
Base Attack +36; Grapple +32
Attack: +4 ranseur +50 melee (Belial); flame blade +46 melee touch (Fierna)
Full Attack: +4 ranseur +50/+45/+40/+35 melee (Belial); flame blade +46/+41/+36/+31 melee touch (Fierna)
Damage: +4 ranseur 2d4+13 plus 1 vile/x3 (Belial), flame blade 2d8+20 fire/15-20 (Fierna)
Special Attacks/Actions: Fear aura, spell-like abilities
Abilities: Str 29, Dex 25, Con 27, Int 28, Wis 28, Cha 39
Special Qualities: Baarezu traits, outsider traits, regeneration 7, SR 36, summon baatezu
Feats: (Belial): Combat Reflexes; Dark Speech; Dodge; Combat Expertise; Improved Disarm; Improved Initiative; Lightning Reflexes; Quicken Spell-Like Ability; Vile Martial Strike (ranseur); Weapon Focus (ranseur); Feats (Fierna): Dark Speech; Dodge; Combat Expertise; Improved Critical (scimitar); Improved Initiative; Lightning Reflexes; Mortalbane; Quicken Spell-Like Ability;Violate Spell-like Ability; Weapon Focus (scimitar)
Skills: Appraise +27, Balance +13, Bluff +50, Concentration +44, Diplomacy +58, Disguise +50, Escape Artist +16, Gather Information +50, Hide +25, Intimidate +36, Jump +13, Knowledge (arcana) +27, Knowledge (nobility and royalty) +45, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +45, Move Silently +25, Search +45, Sense Motive +45, Spellcraft +45, Spot +45, and Tumble +29
Advancement: -
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure: Quadruple standard

Source: Book of Vile Darkness

Combat

The statistics and ability descriptions are for both Belial and Fierna, except where noted. Fierna typically enters battle with fire shield and magic circle against good active. Belial favors his ranseur and goes into a fight with see invisibility, magic circle against good, and unholy aura active.

Fear Aura (Su): As a free action, Belial and Fierna can create an aura of feat in a 20-foot radius. It is otherwise identical with fear cast by a 15th-level caster (save DC 42). If the save is successful, that creature cannot be affected again by this fear aura for 24 hours. Other baatezu are immune to the aura.

Spell-Like Abilities (Belial): At will - charm monster, deeper darkness, desecrate, detect good, detect magic, geas/quest, greater dispelling, greater restoration, hellfire storm, locate creature, locate object, magic circle against good, major image, produce flame, raise dead, see invisibility, suggestion, teleport without error, unholy aura, unhallow, wall of fire; 1/day -- dominate monster, symbol (pain), wish. Caster level 20th; save DC 24 + spell level.

Spell-like Abilities (Fierna): At will -- desecrate, detect good, detect magic, dispel magic, fireball, fire shield, flame blade (double damage), hellfire storm, magic circle against good, produce flame, suggestion, teleport without error, wall of fire; 1/day -- fire storm, meteor swarm, wish. Caster level 20th; save DC 24 + spell level.

Baatezu Traits: Belial and Fierna can communicate telepathically with any creature within 100 feet that has a language. In addition, they can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Belial and Fierna are immune to fire and poison, and they each have acid resistance 20 and cold resistance 20.

Regeneration (Ex): Belial and Fierna take normal damage from holy and blessed weapons of at least +4 enhancement.

Summon Baatezu (Sp): Three times per day, either Belial or Fierna can automatically summon 5 barbazu or hamatulas. Alternatively, Belial (but not Fierna) can summon 1 pit fiend.

Possessions: Belial's +4 ranseur is a minor artifact that causes those it strikes to feel wracking pains that drain 2 points of Dexterity. A successful hit also imposes a --4 penalty on attack rolls, skill checks, and ability checks (Fort DC 24 negates). The latter effect must be removed by a heal or break enchantment spell.

Evil Subtype

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).

Lawful Subtype

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).