Focalor (Duke of Hell) (CR 17)

Medium Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +41, and Spot +40
Languages: Telepathy 100 ft.


AC: 35 (+3 Dex, +22 natural), touch 12, flat-footed 32
Hit Dice: 40d8+440 (620 hp); DR: 25/magic
Fort +33, Ref +25, Will +31
Speed: 40 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +40; Grapple +36
Attack: Slam +48/+43/+38/+33/+28 melee; or +3 staff +51/+46/+41/+36/+31 melee
Full Attack: Slam +48/+43/+38/+33/+28 melee; or +3 staff +51/+46/+41/+36/+31 melee
Damage: Slam 1d6+7; or +3 staff 1d6+10
Special Attacks/Actions: Spell-like abilities, psionics, breath weapon, summon devils
Abilities: Str 25, Dex 17, Con 33, Int 28, Wis 28, Cha 28
Special Qualities: SR 28, devil qualities, regeneration 20
Feats: Blind-fighting; Cleave; Combat Casting; Combat Expertise; Great Cleave; Improved Disarm; Improved Initiative; Improved Trip; Power Attack; Improved Sunder; Weapon Focus (slam, staff)
Skills: Bluff +44, Climb +42, Concentration +51, Diplomacy +37, Disguise +48, Gather Information +40, Intimidate +40, Knowledge (arcana) +49, Knowledge (engineering) +37, Knowledge (planes) +41, Knowledge (religion) +35, Listen +41, Move Silently +37, Search +39, Sense Motive +39, Spellcraft +49, Spot +40, and Swim +49
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 pit fiend, 2-5 cornugons, and 2-5 barbazu)
Treasure/Possessions: Standard

Source: Converted

Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, control weather, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, lightning bolt, magic circle against good, major image, produce flame, passwall, pyrotechnics, see invisibility, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, water breathing, and wish; 2/day -- bestow curse and blink; 1/day -- blindness/deafness, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Psionics (Sp): At will -- astral projection, deeper darkness, detect evil, detect law, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).

Breath Weapon (Su): Line of fear, 5 feet wide, 5 feet high, and 30 feet long, once per round; Will save (DC 31) or affected as fear cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected by Focalor's fear breath weapon for one day.

Summon Devils (Sp): Three times per day, Focalor can automatically summon three lemures, osyluths, or barbazu, or two erinyes, hamatulas, or cornugons, or one pit fiend.

Regeneration (Ex): Focalor takes normal damage from holy and blessed weapons of at least +3 enchantment.

Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Focalor can communicate telepathically with any creature within 100 feet that has a language.

Focalor first appeared in Dragon #75 (Ed Greenwood, July 1983).

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).