Baalzebul, Lord of the Seventh (CR 29)
Huge Outsider (Evil, Lawful, and Baatezu)
Alignment: Lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +47 and Spot +47
Languages: telepathy 100 ft.
AC: 47 (-2 size, +2 Dex, +12 insight, +25 natural), touch 22, flat-footed 45
Hit Dice: 38d8+494 (665 hp); DR: 20/good and magic
Fort +34, Ref +23, Will +30
Speed: 20 ft., climb 20 ft., burrow 20 ft.
Space: 20 ft./10 ft.
Base Attack +38; Grapple +43
Attack: 2 slams +52 melee
Full Attack: 2 slams +52 melee
Damage: Slam 1d10+15 plus 1 vile plus withering/19-20
Special Attacks/Actions: Fear and weakness gaze, insect gorge, spell-like abilities, withering touch
Abilities: Str 41, Dex 15, Con 36, Int 30, Wis 29, Cha 27
Special Qualities: Baatezu traits, outsider traits, regeneration 10, SR 41, summon baatezu
Feats: Cleave; Dark Speech; Great Cleave; Improved Bull Rush; Improved Critical (slam); Improved Initiative; Power Attack; Quicken Spell-Like Ability; Vile Natural Attack; Weapon Focus (slam)
Skills: Appraise +48, Bluff +61, Climb +23, Concentration +51, Craft (alchemy) +48, Diplomacy +69, Gather Information +51, Intimidate +55, Knowledge (arcana) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +47, Search +48, Sense Motive +57, Spellcraft +48, Spot +47, and Swim +53
Advancement: -
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Quadruple standard
Source:
Book of Vile Darkness
Fear and Weakness Gaze (Su): Baalzebul may use a gaze attack with a range of 50 feet. Anyone subject to the gaze must make two Will saving throws (DC 42). The first is to resist the fear effect, and the other is to resist a ray of enfeeblement effect (both as the spells; caster level 20th). Baalzebul's gaze attack cannot function in the cloud of insects created by his insect gorge ability.
Insect Gorge (Su): Once every 1d6 rounds, Baalzebul can disgorge a cloud of biting flies as a breath weapon. These insects cover a 60-foot cone and deal 20d6 points of damage (Reflex DC 42 half). After 1 round, the insects disperse unless Baalzebul wishes otherwise. In such a case, the insects form a cloud in a 25-foot radius around Baalzebul for up to 10 rounds. Concealment within the cloud is total, and any living creature (other than Baalzebul) takes 10d6 points of damage in each round spent in the cloud (no save).
Spell-like Abilities: At will -- animate dead, blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, devil's ego, fireball, fiendish quickening, geas/quest, greater dispelling, greater scrying, hold monster, insect plague, magic circle against good, major image, restoration, resurrection, suggestion, summon swarm, teleport without error, tongue of Baalzebul, true seeing, unholy blight, unhallow, unholy aura, wall of eyes; 1/day -- crushing fist of spite, symbol (pain or insanity), wish. Caster level 20th; save DC 23 + spell level.
Withering Touch (Su): Baalzebul's touch forces a target to succeed at a Fortitude saving throw (DC 42) or be affected as if by a wither limb spell from a 20th-level caster. Baalzebul chooses which limb to wither.
Baatezu Traits: Baalzebul can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Baalzebul is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.
Outsider Traits: Baalzebul cannot be raised or resurrected.
Regeneration (Ex): Baalzebul takes normal damage from holy and blessed weapons of at least +4 enhancement.
Summon Baatezu (Sp): Twice per day Baalzebul can automatically summon 1d6+2 cornugons, 1d4+1 gelugons, or 1d3 pit fiends.
Skills: As Lord of Lies, Baalzebul (even with his disgusting appearance) gains a +10 inherent bonus on Bluff, Diplomacy, and Sense Motive checks.
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).
Baatezu Subtype
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
- Telepathy