This creature appears as a massive hulking ape-like humanoid standing nearly three times as tall as a normal human. Its head sports large, upright, pointed ears and a large round mouth lined with sharpened teeth. Its body is gray and covered with fine, thin blue hair. A long, serpentine tail, gray and yielding to blue near the barbed end, trails behind it. Two large bat-like wings protrude from its back.
Fraz-Urb’luu (Demon Prince of Deception) CR 29
AC 49, touch 29, flat-footed 45 (+4 Dex, +20 natural, –2 size, +7 insight, +10 profane)
hp 900 (40d10+680)
Fort +41, Ref +17, Will +29
DR 25/cold iron and good; Immune electricity, mind-affecting effects, poison; Resist acid 10, cold 10, fire 10; SR 40
Speed 40 ft., fly 60 ft. (perfect)
Melee 2 slams +53 (2d8+14 plus grab/19–20), bite +52 (3d6+14), tail slash +47 (2d8+21)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d8+21)
Spell-Like Abilities (CL 29th)
At will—blasphemy (DC 27), charm monster (DC 24), deeper darkness, desecrate, detect good, detect thoughts (DC 22), fear (DC 24), greater dispel magic, greater teleport (self plus 50 pounds of objects only), mass charm monster (DC 28), mass suggestion (DC 26), misdirection (DC 22), polymorph, telekinesis (DC 25), tongues (self only), unhallow, unholy blight (DC 24)
3/day—baleful polymorph (DC 25), dominate monster (DC 29)
1/day—plane shift, power word blind, prismatic spray (DC 27), summon (level 9, 1d4 mariliths or nalfeshnees, or 1d2 balors 100%), summon demonic entity (see below)
Prepared Spells (CL 20th)
9th—dominate monster (DC 26), crushing hand, meteor swarm (DC 26), power word kill, wail of the banshee (DC 26)
8th—binding (DC 25), mass charm monster (DC 25), prismatic wall (DC 25), summon monster VIII, symbol of death (DC 25)
7th—finger of death (DC 24), insanity (DC 24), mass hold person (DC 24), spell turning, symbol of weakness (DC 24)
6th—acid fog, chain lightning (DC 23), geas/quest (DC 23), permanent image (DC 23), symbol of fear (DC 23)
5th—false vision, hold monster (DC 22), mind fog (DC 22), persistent image (DC 22), symbol of sleep (DC 22), wall of force
4th—charm monster (DC 21), confusion (DC 21), crushing despair (DC 21), phantasmal killer (DC 21), shout (DC 21), wall of fire
3rd—deep slumber (DC 20), dispel magic, displacement, gaseous form, magic circle against good, slow (DC 20)
2nd—darkness, hypnotic pattern (DC 19), invisibility (DC 19), scorching ray, touch of idiocy, web (DC 19)
1st—cause fear (DC 18), chill touch (DC 18), color spray (DC 18), ray of enfeeblement, silent image (DC 18), true strike, ventriloquism (DC 18)
0 (at will)—acid splash, daze (DC 17), dancing lights, ghost sound
Fraz-Urb’luu opens combat by pounding his foes with his spells or spell-like abilities. He next assaults them physically by pummeling with his powerful fists and slashing with his tail. A grabbed foe is entwined in his tail and gnashed between the demon prince’s fangs. One of Fraz-Urb’luu’s favorite tactics, after wearing down his opponents, is to summon a demon prince and then immediately teleport away as the prince arrives.
Str 39, Dex 18, Con 44, Int 24, Wis 24, Cha 30
Base Atk +40; CMB +56 (+60 grapple); CMD 87
Feats Awesome Blow, Cleave, Craft Staff, Critical Focus, Deceitful, Extend Spell, Empower Spell, Enlarge Spell, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Maximize Spell, Power Attack, Quicken Spell-Like Ability (prismatic spray), Staggering Critical, Stunning Critical, Weapon Focus (slam), Widen Spell
Skills Bluff +57, Diplomacy +53, Disguise +12, Escape Artist +44, Fly +51, Knowledge (arcana) +50, Knowledge (history) +47, Knowledge (nobility) +50, Knowledge (planes) +50, Knowledge (religion) +47, Perception +58, Sense Motive +50, Spellcraft +50, Survival +47; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Goblin, Infernal; telepathy 100 ft.
SQ planar omniscience
Once per day, Fraz-Urb’luu can attempt to summon a demon lord or demon prince with a 70% chance of success, and deceive the summoned demon into believing it was called by his opponents. The summoned lord or prince must succeed on a DC 44 Will save. If the save fails, it believes that Fraz-Urb’luu’s opponents called it and deals with them appropriately (which usually involves killing the offending party for daring to call a demon prince or lord). The save DC is Charisma-based and includes a +15 racial bonus. This ability is the equivalent of a 9th-level spell.
Fraz-Urb’luu is one of the most physically powerful demon princes as well as one of the most cunning. His deceptions range far and wide, affecting and influencing not only those on the Material Plane but also other demon princes and demon lords. His malevolent nature lends itself well to his trickery and deception, and he bends others to do his will. Those that oppose him are quickly dispatched. Those he favors are often captured and taken back to his lair in the Abyss where they are forced into a life of servitude. When the day comes that Fraz-Urb’luu grows weary of them, he devours them or throws them to his other servants to do with as they wish.
He makes his home deep within the Abyss on a smoldering and scarred layer devoid of most life. His keep is a large iron and stone castle situated near the very center of the layer. A constant stream of traffic emanates to and from his castle; demons and slaves tending to their daily tasks. Fraz-Urb’luu stands 18 feet tall and weighs about 8,000 pounds.
Servants of Fraz-Urb’luu
Followers of Fraz-Urb’luu are usually evil humanoids and consist of clerics, politicians or aristocrats, sorcerers, and adepts. Devout followers of Fraz-Urb’luu are called Deceivers and must sign a pact of evil with Fraz-Urb’luu.
Fraz-Urb’luu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.