Graz'zt, The Dark Prince (CR 22)

Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: 13(+9 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., true seeing, Listen +35, and Spot +35
Languages: Common, Draconic, Giant, Infernal; telepathy 300 ft.


AC: 60 (-1 size, +9 Dex, +22 natural, +13 armor, +7 shield), touch 18, flat-footed 51; displacement 50% miss chance
Hit Dice: 27d8+324 (445 hp); DR: DR 20/cold iron and good
Fort +27, Ref +24, Will +20
Speed: 40 ft. (30 ft. in full plate)
Space: 10 ft.; Reach 10 ft.
Base Attack +27; Grapple +39
Attack: Melee*: +5 acidic burst bastard sword +34/+29/+24/+19 or Melee: +5 acidic burst bastard sword +41/+36/+31/+26
Damage: *+5 acidic burst bastard sword (2d8+32/17-20 plus 1d6 acid [plus 1d10 acid on a critical hit]) (*Attacks include Power Attack feat)
Special Attacks: fear, summon tanarri
Attack Options: Cleave, Combat Expertise, Power Attack
Abilities: Str 27, Dex 28, Con 35, Int 33, Wis 20, Cha 38
Special Qualities: tanarri traits, fast healing 10; Immunities: electricity, poison; Resist acid 10, cold 10, fire 10; SR 33
Feats: Cleave, Combat Expertise, Dark Speech, Dodge, Empower Spell-Like Ability (unholy blight), Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Power Attack, Weapon Focus (bastard sword),
Skills: Balance +2, Bluff +44, Concentration +42, Diplomacy +48, Disguise +44 (+46 acting in character), Forgery +41, Gather Information +44, Hide +27, Intimidate +46, Jump +8, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +35, Move Silently +30, Search +41, Sense Motive +35, Spellcraft +43, Spot +35, and Tumble +30
Advancement: -
Climate/Terrain: The Abyss
Organization: Grazzt plus 6 lamias, succubi, or mariliths
Treasure/Possessions: +5 mithral glamered full plate, +5 heavy steel shield, +5 acidic burst bastard sword, major cloak of displacement

Source: Book of Vile Darkness
Fiendish Codex I

The figure standing before the throne is darkly handsome, an ebon-skinned man nearly 9 feet tall. His slightly pointed ears, yellow fangs, and six-fingered hands mark him for the demon he is.

Of the demon princes, none appears more human than Graz'zt, the Dark Prince, patron of tyrants, despots, and all those who would rule by force.

Fear (Su): As a free action, Graz'zt can inspire fear (as the spell of the same name) by sneer and word once per round in any target creature within 60 feet. This effect can be resisted with a DC 37 Will save. This is a mind-affecting fear ability. The save DC is Charisma-based.

Summon Tanar'ri (Sp): Once per day, Graz'zt can automatically summon 1d2+1 glabrezu or 1 balor. This ability functions as a 9th-level spell (CL 20th).

Spell-Like Abilities (CL 20th): At will - astral projection, charm monster (DC 28), desecrate, detect good, detect law, greater dispel magic, greater teleport, telekinesis (DC 29), unhallow, unholy blight (DC 28) 3/day - dominate person (DC 28), empowered unholy blight (DC 28), symbol of persuasion (DC 30) 1/day - trap the soul (DC 33)

Strategy and Tactics

Graz'zt does not hesitate to use his spell-like abilities in combat, and he has a particular fondness for charm monster and empowered unholy blight. Near the start of any combat, he attempts to use dominate person against an obvious fighter or rogue, hoping to turn the target against his or her allies. In melee combat, Graz'zt fights with a +5 acidic burst bastard sword (which functions as a flaming burst weapon except that it deals acid damage instead of fire damage). He uses his fear ability against spellcasters and archers to prevent them from aiding those he fights.

Servants, Enemies, and Goals

Graz'zt's war with the other demon lords of the Abyss is legendary. He controls the largest kingdom - his realm covers three adjacent layers of the Abyss. Unfortunately, control of a larger realm doesn't exactly translate into an advantage to a demon lord.

Graz'zt's goal is nothing less than total conquest of the Abyss. He despises the fact that Demogorgon is known as the Prince of Demons - he covets that title more than anything else. His crusade to dominate the Abyss proceeds apace. His most recent triumph was the deposing of the Demon Prince of Madness, Adimarchus. With the aid of his son, Athux, Graz'zt was able to engineer Adimarchus's imprisonment on Carceri. Unfortunately, Graz'zt was unable to conquer Adimarchus's realm, Occipitus. The Dark Prince's cold war of intrigue, sabotage, and slander against Malcanthet has also been consuming much of his time of late, and Abyssal rumor holds that an all-out war between their realms is drawing nigh.

Although a master tactician and accomplished sword-fighter, Graz'zt's true strengths lie in seduction and guile. It is not by force alone, he realizes, that one can win control, but by controlling those who think they are in control. He enjoys the notion that he is the most intelligent, cunning creature in the Abyss; certainly, there are few who can match him in this arena (with the possible exceptions of Malcanthet and Pazuzu).

Unlike many other Demon Princes, Graz'zt pays a great deal of attention (through spies, mostly) to what goes on in the Material Plane. He is fond of trading favors with mortals, giving aid or information now for services to be demanded later. His most infamous alliance with a mortal is his relationship with the witch-queen Iggwilv.

Using lore stolen from the mad archmage Zagig, Iggwilv managed the audacious and shocking feats of conjuring Graz'zt and imprisoning him on the Material Plane. The two became unlikely lovers, and before long a child was born. But as time wore on, Graz'zt began to suspect Iggwilv had no intention of ever releasing him. He could see how his aid had elevated her power significantly, and the time finally came when he could use some of what she had taught him to increase his own power, if only he could escape.

Eventually, Iggwilv faltered in her control, and Graz'zt turned on her. An epic battle ensued, forcing Iggwilv to expend every spell, artifact, and ally she could, and although she managed to banish Graz'zt back to the Abyss, consigning him to a century of imprisonment, she was herself weakened to the point where she was forced to go into hiding. Eventually, Graz'zt had his revenge and managed to lure her into the Abyss where he imprisoned her for a time and was finally able to regain his stolen power, and then some. Iggwilv eventually escaped back to the Material Plane, and today she and Graz'zt maintain a love-hate relationship, each seeking to use the other to gain power in their own domains.

Graz'zt's cult is small except among certain monstrous races such as the lamias. Most of his priests, known as the Chosen, are female - a testament to his insatiable libido, although the Dark Prince has been known to take on male priests as well. His temples are dark, secluded places often guarded by lamias, harpies, or succubi with class levels.

Graz'zt enjoys contrasts, oppositions, and mismatches others find jarring or disgusting. Despite his fantastic wealth and love of the grotesque, he lives fairly simply. Wily and cunning, he keeps his mind clear from distractions so he can focus on claiming more land and minions by defeating his enemies, one at a time.

Clerics of Graz'zt have access to the domains of Chaos, Demonic, Evil, and Temptation domains. His symbol is a black, six-fingered hand.

Graz'zt Lore

Characters with ranks in Knowledge (religion) or Knowledge (the planes) can learn more about Graz'zt. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Updated to Fiendish Codex I