Aspect of Fraz-Urb'luu (CR 7)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +3(Dex); Senses: darkvision 60 ft., Listen +15, and Spot +15
Languages: Abyssal, Common; telepathy 100 ft.
AC: 23 (-1 size, +3 Dex, +11 natural), touch 12, flat-footed 20
Hit Dice: 9d8+45 (85 hp); DR: 10/cold iron and good
Fort +11, Ref +9, Will +9
Speed: 30 ft. and Fly 50 ft. (average)
Space: 10 ft.; Reach 10 ft.
Base Attack +9; Grapple +16
Attack: Melee: 2 slams +11 (1d6+3) and tail +9 (1d8+1)
Special Attacks/Actions: summon tanar'ri
Abilities: Str 16, Dex 16, Con 20, Int 18, Wis 16, Cha 24
Special Abilities: spell-like abilities
Special Qualities: Immune: electricity, poison; Resist: acid 10, cold 10, fire 10; tanar'ri traits
Feats: Augment Summoning, Multiattack, Power Attack, Spell Focus (conjuration)
Skills: Bluff +19, Concentration +17, Diplomacy +17, Disguise +19 (+21 acting in character), Intimidate +21, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +15, Search +10, Sense Motive +15, Spellcraft +18 (+20 to decipher spells on scrolls), Spot +15, Survival +3 (+5 on other planes), and Use Magic Device +19 (+21 scrolls)
Climate/Terrain: The Abyss (Hollow's Heart)
Treasure/Possessions: An aspect of Fraz-Urb'luu carries items that assist it with summoning, or that summon additional creatures. Aside from wands of summon monster, these may include bags of tricks and decks of illusion
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.