Fraz-Urb'luu, Prince of Deception (CR 21)
Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +8(+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., true seeing, Listen +31, and Spot +31
Languages: Abyssal, Common; telepathy 300 ft.
AC: 37 (-2 size, +4 Dex, +25 natural), touch 12, flat-footed 33
Hit Dice: 24d8+312 (420 hp); DR: 20/cold iron and good
Fort +27, Ref +18, Will +18
Speed: 30 ft. and Fly 50 ft. (average)
Space: 15 ft.; Reach 15 ft.
Base Attack +24; Grapple +42
Attack: Melee*: 2 slams +32 and bite +30 and tail +30 (*Attacks include greater magic fang and the Power Attack feat)
Damage: Slam 1d8+20, bite 2d6+15, tail 2d8+15
Special Attacks/Actions: deception, summon tanar'ri
Attack Options: Awesome Blow, Improved Bull Rush, Improved Sunder, Power Attack, improved grab (tail), constrict 2d8+10
Abilities: Str 30, Dex 18, Con 36, Int 22, Wis 19, Cha 25
Special Qualities: inscrutable, tanar'ri traits; Immunities: electricity, mind-affecting spells and abilities, poison; Resist: acid 10, cold 10, fire 10; SR 32
Feats: Augment Summoning, Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Spell Focus (conjuration),
Skills: Bluff+34, Concentration +40, Diplomacy +38, Disguise +34 (+36 acting in character), Intimidate +36, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (the planes) +33, Listen +31, Search +33, Sense Motive +31, Spellcraft +35 (+37 to decipher spells on scrolls), Spot +31, and Use Magic Device +34 (+36 scrolls)
Climate/Terrain: The Abyss (Hollow's Heart)
Organization: Solitary, or Fraz-Urb'luu plus 2d4 skurchurs, 1d6 succubi, and 1 Hollow Rajah rakshasa
Treasure: Double standard
Fiendish Codex I
Constrict (Ex) Fraz-Urb'luu deals 2d8+10 points of damage with a successful grapple check, in addition to damage from his tail attack.
Deception (Sp) Fraz-Urb'luu's most notorious ability is his knack for deceiving other powerful demon lords into believing they have been summoned by some foolish mortal. He can attempt to deceive another demon in this manner once per day as a free action. The demon can resist the summons with a successful DC 32 Will save. Since this ability is a free action, Fraz-Urb'luu often uses greater teleport to retreat elsewhere just before the deceived demon appears. Demons deceived in this manner quickly realize what has happened and usually fly into a fury and attack anything in sight as a result.
Although doing so is not beyond his ability, Fraz-Urb'luu generally avoids deceiving demons with a CR higher than his own, since he doesn't enjoy inviting the wrath of such powerful fiends.
Since this ability summons demons rather than calls them, they cannot perform summoning effects of their own. Likewise, they are not actually slain if defeated in combat; rather, they return whence they came in such an event. In any case, a deceived demon vanishes automatically after 2 minutes.
This ability is the equivalent of an epic-level spell. An epic spell has no fixed level. For purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, an epic spell is treated as if it were a 10th-level spell.
Improved Grab (Ex): To use this ability, Fraz-Urb'luu must hit an opponent of any size with his tail attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.
Inscrutable (Su): Fraz-Urb'luu is immune to most divination spells and effects. Attempts to scry on him are automatically foiled by a screen effect (CL 20th). Fraz-Urb'luu can suppress this defense by concentrating.
Summon Tanar'ri (Sp): Once per day, Fraz-Urb'luu can automatically summon 1d4 vrocks or 1 nalfeshnee. These demons gain a +4 enhancement bonus to Strength and Constitution due to Fraz-Urb'luu's Augment Summoning feat.
Spell-Like Abilities (CL 20th): At will - astral projection, desecrate, detect good, detect law, greater dispel magic, greater magic fang, greater teleport, summon monster VII, telekinesis (DC 22), unhallow, unholy blight (DC 21) 3/day - programmed image (DC 23), symbol of weakness (DC 24) 1/day - summon monster IX
Updated to Fiendish Codex I
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.