Abomination, Infernal (CR 26)

Large Outsider (Chaotic or Lawful, Evil, and Extraplanar)
Alignment: Lawful evil or chaotic evil
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: Spot +53 and listen +53


AC: 50 (+7 Dex, -1 size, +34 natural), touch 16, flat-footed 43
Hit Dice: 40d8+360 (700 hp); DR: 15/lawful and epic
Fort +31, Ref +29, Will +30
Speed: 80 ft., fly 240 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack -; Grapple -
Attack: 2 claws +56 melee, 1 bite +50 melee, 2 wings +50 melee, 1 tail slam +50 melee
Damage: Claw 4d6+16, bite 4d8+8 +spell suck, wing 2d6+8, tail slam 4d8+8
Special Attacks/Actions: Improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend
Abilities: Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha 29
Special Qualities: Abomination traits, fast healing 15, regeneration 15, SR 38,
Feats: Alertness; Cleave; Great Cleave; Improved Initiative; Power Attack; Improved Sunder; Weapon Focus (claw)
Epic Feats: Blinding Speed (x2); Tenacious Magic (improved invisibility); Tenacious Magic (blur); Epic Toughness; Epic Weapon Focus (claw); Epic Weapon Focus (bite)
Skills: Balance +11, Concentration +52, Diplomacy +13, Escape Artist +50, Hide +46, Jump +21, Knowledge (arcana) +49, Knowledge (the planes) +49, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50, and listen +53
Advancement: 41-50 HD (large); 51-56 HD (Huge); 57-72 HD (Gargantuan)
Climate/Terrain: Any
Organization: Solitary or hell brigade (1 infernal and 1d4 balors, or 1 infernal and 1d4 pit fiends)
Treasure/Possessions: Standard

Source: Epic Level Handbook

Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.

Spell Suck (Su): If an infernal bites a foe, the foe loses one of its higher level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spells to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted it spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.

Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster. For instance, if the infernal is hit by Mialee's horrid wilting and is affected, it then becomes immune to horrid wilting cast by Mialee ever again, though if Hennet casts horrid wilting on the infernal, it is subject to the spell's effect (the first time).

Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm person, create undead, darkness, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear, fireball, greater dispelling, hold person, improved invisibility magic circle against good, major image, produce flame, pyrotechnics, read magic, scrying, suggestion, symbol, telekinesis, teleport without error (self plus 1,000 pounds), unholy aura, unholy blight, unhallow, wall of fire; 1/day - fire storm, hellball, implosion, meteor swarm. Caster level 26th; save DC 19 + spell level.

Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day, depending on the infernal's orientation toward law and chaos (lawful infernals summon pit fiends, and chaotic infernals summon balors).

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attack; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-effecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Chaotic Subtype

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).

or

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).