Mark Chance
Boingy! Boingy!
FRAZ-URB'LUU
Huge Dragon (Chaotic, Extraplanar, Evil)
10th-Level Bard/10th-Level Cleric/10th-Level Mystic Theurge
Hit Dice: 19d10+228 plus 10d6+120 plus 10d8+120 plus 10d4+120 (797 hp)
Initiative: +12
Speed: 50 ft. (10 squares), fly 100 ft. (average), swim 40 ft.
Armor Class: 50 (-2 size, +8 Dex, +21 natural, +5 deflection, +8 armor), touch 21, flat-footed 47
Base Attack/Grapple: +33/+59
Attack: +5 wounding greatsword of speed +54 melee (4d6+32 plus 1 Constitution/19-20) or claw +49 melee (1d8+18), or +5 flaming burst composite longbow (+18 Str bonus) of speed +39 ranged (3d6+23 plus 1d6 fire/x3)
Full Attack: +5 wounding greatsword of speed +54/+54/+49/+44/+39 melee (4d6+32 plus 1 Constitution/19-20) and bite +44 melee (2d6+9), or +5 flaming burst composite longbow (+18 Str bonus) of speed +39/+39/+34/+29/+24 ranged (3d6+23 plus 1d6 fire/x3), or 2 claws +49 melee (1d8+18) and bite +44 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, deceiving gate, rebuke undead (8/day), smite good, spell-like abilities, spells
Special Qualities: Bardic knowledge +16, bardic music (10/day), countersong, darkvision 60 ft., DR 10/epic, freedom of movement, immunities, inspire competence, inspire courage +2, inspire greatness, low-light vision, resistance to cold 10, rock catching (as a storm giant), SR 60, suggestion, telepathy 100 ft., water breathing
Saves: Fort +43, Ref +34, Will +38
Abilities: Str 47, Dex 26, Con 35, Int 18, Wis 23, Cha 20
Skills: Bluff +28, Concentration +39, Craft +26, Diplomacy +42, Hide +23, Intimidate +29, Jump +48, Knowledge (arcana) +37, Knowledge (history) +17, Knowledge (the planes) +17, Knowledge (religion) +37, Listen +31, Move Silently +21, Perform (sing) +27, Sense Motive +39, Spellcraft +41*, Spot +31, Swim +48, Use Magic Device +20*
Feats: Awesome Blow, Cleave, Combat Reflexes, Empower Spell, Great Cleave, Heighten Spell, Improved Bull Rush, Improved Initiative, Improved Sunder, Iron Will, Magical Aptitude, Power Attack, Quicken Spell, Silent Spell
Epic Feats: Automatic Quicken Spell, Automatic Silent Spell, Dire Charge
Environment: An evil-aligned plane
Organization: Unique
Challenge Rating: 48
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: --
In the ranks of the Lords of the Abyss, perhaps none are mightier than Fraz-Urb'Luu, the Prince of Deception. Only Graz'zt dares directly challenge Fraz-Urb'Luu. Like other abyssal lords, Fraz-Urb'Luu is not a demon proper. It was born eons ago, the son of a fiendish red dragon and an insane storm giantess. Even as a youth, Fraz-Urb'Luu's evil chilled the soul. As soon as it was able, it murdered both of its parents and stole their treasure hoard. It then embarked on a wicked career as a servant to the god of deception and forbidden lore, rapidly rising in power as a bard, cleric, and then mystic theurge. Fraz-Urb'Luu even turned its eyes toward an impossible prize: conquest of the Abyss itself. For a few centuries, it enjoyed remarkable success. Then an unlikely alliance between all of the other abyssal lords formed against Fraz-Urb'Luu. Even then, all they could accomplish was successfully banishing the Prince of Deception to the Material Plane, trapping it in a magical prison in the lowest reaches of a supremely deadly dungeon.
Fraz-Urb'Luu remained trapped until very recently when a party of mighty adventurers penetrated that dungeon's deepest parts and was tricked into freeing the Prince of Deception. For their reward, Fraz-Urb'Luu dragged the adventurers kicking and screaming to the Abyss where it is believed they are imprisoned to this day. Fraz-Urb'Luu now plots its revenge against the other abyssal lords, but realizes that he must move cautiously to avoid another defeat.
Fraz-Urb'Luu appears to be a beastial giant with over-long arms and great, bat-like wings. It stands 20 feet tall and weighs about 12,000 pounds. Its flesh is covered with thick, dark red scales. Fraz-Urb'Luu's powerful arms are so long that it practically knuckle-walks like a great ape. Its face is a disconcerting combination of great handsomeness surrounding a gaping maw of crooked fangs.
Fraz-Urb'Luu speaks Abyssal, Celestial, Common, Draconic, and Giant. It can communicate with any sentient creature via telepathy.
COMBAT
Fraz-Urb'Luu commands sufficient power to destroy a great wyrm red dragon. Let loose in nearly any metropolis, Fraz-Urb'Luu could handily decimate the population there, and very few creatures would have the ability to oppose it. Given time to prepare, there is little that Fraz-Urb'Luu cannot learn about and even less than it cannot accomplish either through brute force or magical prowess. It has the spellcasting power of a 20th-level bard and a 20th-level cleric in addition to impressive spell-like abilities. Armed with its +5 wounding greatsword of speed, Fraz-Urb'Luu can inflict an average 230 points of damage plus 5 points of Constitution damage in a single round. With its bow, it can inflict an average of 167 points of damage plus 17 points of fire damage in a single round. It runs, flies, and swims quickly, and can use greater teleport at will. Fraz-Urb'Luu's damage reduction is so powerful that only an epic weapon can bypass it. When casting cleric spells, any spells below 4th-level are automatically quickened and silent. If his first action in any given combat is a charge, Fraz-Urb'Luu can move and still make a full attack.
Fraz-Urb'Luu doesn't rush into conflict. Instead, it takes time to strategize, using its enormous selection of spells to divine as much information about his foes as possible. It then takes the time to customize his prepared cleric spells in order to best meet the coming battle, to include making wise use of Empower Spell (or incense of meditation) and Heighten Spell. It casts appropriate spells prior to using greater teleport to get the drop on its enemies. Favorite spells include deathwatch, greater invisibility, owl's wisdom, righteous might, summon monster IX and true seeing. Then, after its initial charge and full attack, Fraz-Urb'Luu usually casts time stop in order to cast further appropriate spells, especially symbol of pain, symbol of stunning, and create undead. Fraz-Urb'Luu enjoys using mass inflict critical wounds to both injure his foes and bolster any created undead currently under his command.
Fraz-Urb'Luu's natural weapons and any weapons it wields are considered to both epic and magic for purposes of overcoming damage reduction.
Breath Weapon (Su): 1/day - 30-foot-cone of fire, 6d8 point of fire damage, Reflex save DC 26 halves. The save DC is Constitution-based.
Deceiving Gate (Sp): At will, Fraz-Urb'Luu can use gate. It can attempt to gate even a unique creature, such as another abyssal lord. To do so, Fraz-Urb'Luu is allowed to make a Bluff check opposed by the unique creature's Sense Motive check. If Fraz-Urb'Luu wins this check, the unique creature is tricked into coming through the gate. Fraz-Urb'Luu has no special power over the unique creature. In fact, Fraz-Urb'Luu usually teleports away immediately after using this ability, leaving his foes to face whatever unpleasant creature just stepped through the gate.
Smite Good (Su): Once per day, Fraz-Urb'Luu can make a melee attack that deals an extra +20 points of damage against a good-aligned target.
Spell-Like Abilities: At will - baleful polymorph, deeper darkness, greater teleport, hypnotic pattern, misdirection, telekinesis, veil. 2/day - control weather, levitate. 1/day - call lightning, chain lightning, plane shift, power word blind, prismatic spray. Caster level 20th. Save DCs = 15 + spell level.
Freedom of Movement (Su): Fraz-Urb'Luu has a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but Fraz-Urb'Luu can create it again on its next turn as a free action.
Immunities (Ex): Immune to electricity, fire, magical sleep effects, mind-affecting effects, paralysis, and poison.
Water Breathing (Ex): Fraz-Urb'Luu can breathe underwater indefinitely and can freely use its spell-like abilities while submerged.
Bard Spells (4/6/5/5/5/5/4 per day; save DC 15 + spell level; caster level 20th). Spells Known: 0 - dancing lights, detect magic, ghost sound, lullaby, mage hand, prestidigitation; 1st - alarm, detect secret doors, erase, undetectable alignment, unseen servant; 2nd - blur, detect thoughts, glitterdust, mirror image, whispering wind; 3rd - clairaudience/clairvoyance, crushing despair, dispel magic, fear, major image; 4th - dimension door, greater invisibility, modify memory, shadow conjuration, speak with plants; 5th - greater dispel magic, mass suggestion, mind fog, nightmare, song of dischord; 6th - analyze dweomer, geas/quest, mass charm monster, programmed image.
Cleric Spells (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1 per day; save DC 16 + spell level; caster level 20th). Spells Prepared: 0 - detect magic (x2), guidance, light, read magic, resistance; 1st - cause fear, comprehend languages, deathwatch, detect good, detect law, disguise self*, entropic shield, shield of faith; 2nd - death knell, hold person (x2), invisibility*, owl's wisdom, silence, shatter (x2); 3rd - bestow curse, blindness/deafness, dispel magic (x2), invisibility purge, magic circle against good*, speak with dead; 4th - confusion*, dimensional anchor, divination, poison (x2), sending, tongues; 5th - dispel good*, flame strike, greater command, righteous might, slay living, symbol of pain, true seeing; 6th - antilife shell, blade barrier, create undead*, greater dispel magic, harm, heal; 7th - blasphemy*, destruction, greater scrying, symbol of stunning, word of chaos; 8th - discern location, fire storm, greater spell immunity, mass inflict critical wounds, polymorph any object*; 9th - etherealness, implosion, miracle, summon monster IX, time stop*.
*Domain spell. Domains: Evil (+1 caster level for evil spells), Trickery.
Skills: Fraz-Urb'Luu has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fraz-Urb'Luu ignores all weight penalties for gear carried when swimming. Fraz-Urb'Luu has a +2 bonus on rebuke undead checks. *It also has a +2 bonus on Spellcraft and Use Magic Device checks related to scrolls.
Possessions: +5 flaming burst composite longbow (+18 Str bonus) of speed, +5 wounding greatsword of speed, amulet of natural armor +5, bracers of armor +8, chaos diamond, cloak of resistance +5, darkskull, gauntlet of rust, greater horn of blasting, incense of meditation (x10), iron flask, orb of storms, pearl of power (2 spells), prayer beads (karma, smiting, summons, wind walking), ring of protection +5, ring of spell storing (5 levels), scabbard of keen edges, staff of domination, plus 70,000 gp.
Staff of Domination: This staff allows use of the following heightened spells.
Huge Dragon (Chaotic, Extraplanar, Evil)
10th-Level Bard/10th-Level Cleric/10th-Level Mystic Theurge
Hit Dice: 19d10+228 plus 10d6+120 plus 10d8+120 plus 10d4+120 (797 hp)
Initiative: +12
Speed: 50 ft. (10 squares), fly 100 ft. (average), swim 40 ft.
Armor Class: 50 (-2 size, +8 Dex, +21 natural, +5 deflection, +8 armor), touch 21, flat-footed 47
Base Attack/Grapple: +33/+59
Attack: +5 wounding greatsword of speed +54 melee (4d6+32 plus 1 Constitution/19-20) or claw +49 melee (1d8+18), or +5 flaming burst composite longbow (+18 Str bonus) of speed +39 ranged (3d6+23 plus 1d6 fire/x3)
Full Attack: +5 wounding greatsword of speed +54/+54/+49/+44/+39 melee (4d6+32 plus 1 Constitution/19-20) and bite +44 melee (2d6+9), or +5 flaming burst composite longbow (+18 Str bonus) of speed +39/+39/+34/+29/+24 ranged (3d6+23 plus 1d6 fire/x3), or 2 claws +49 melee (1d8+18) and bite +44 melee (2d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, deceiving gate, rebuke undead (8/day), smite good, spell-like abilities, spells
Special Qualities: Bardic knowledge +16, bardic music (10/day), countersong, darkvision 60 ft., DR 10/epic, freedom of movement, immunities, inspire competence, inspire courage +2, inspire greatness, low-light vision, resistance to cold 10, rock catching (as a storm giant), SR 60, suggestion, telepathy 100 ft., water breathing
Saves: Fort +43, Ref +34, Will +38
Abilities: Str 47, Dex 26, Con 35, Int 18, Wis 23, Cha 20
Skills: Bluff +28, Concentration +39, Craft +26, Diplomacy +42, Hide +23, Intimidate +29, Jump +48, Knowledge (arcana) +37, Knowledge (history) +17, Knowledge (the planes) +17, Knowledge (religion) +37, Listen +31, Move Silently +21, Perform (sing) +27, Sense Motive +39, Spellcraft +41*, Spot +31, Swim +48, Use Magic Device +20*
Feats: Awesome Blow, Cleave, Combat Reflexes, Empower Spell, Great Cleave, Heighten Spell, Improved Bull Rush, Improved Initiative, Improved Sunder, Iron Will, Magical Aptitude, Power Attack, Quicken Spell, Silent Spell
Epic Feats: Automatic Quicken Spell, Automatic Silent Spell, Dire Charge
Environment: An evil-aligned plane
Organization: Unique
Challenge Rating: 48
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: --
In the ranks of the Lords of the Abyss, perhaps none are mightier than Fraz-Urb'Luu, the Prince of Deception. Only Graz'zt dares directly challenge Fraz-Urb'Luu. Like other abyssal lords, Fraz-Urb'Luu is not a demon proper. It was born eons ago, the son of a fiendish red dragon and an insane storm giantess. Even as a youth, Fraz-Urb'Luu's evil chilled the soul. As soon as it was able, it murdered both of its parents and stole their treasure hoard. It then embarked on a wicked career as a servant to the god of deception and forbidden lore, rapidly rising in power as a bard, cleric, and then mystic theurge. Fraz-Urb'Luu even turned its eyes toward an impossible prize: conquest of the Abyss itself. For a few centuries, it enjoyed remarkable success. Then an unlikely alliance between all of the other abyssal lords formed against Fraz-Urb'Luu. Even then, all they could accomplish was successfully banishing the Prince of Deception to the Material Plane, trapping it in a magical prison in the lowest reaches of a supremely deadly dungeon.
Fraz-Urb'Luu remained trapped until very recently when a party of mighty adventurers penetrated that dungeon's deepest parts and was tricked into freeing the Prince of Deception. For their reward, Fraz-Urb'Luu dragged the adventurers kicking and screaming to the Abyss where it is believed they are imprisoned to this day. Fraz-Urb'Luu now plots its revenge against the other abyssal lords, but realizes that he must move cautiously to avoid another defeat.
Fraz-Urb'Luu appears to be a beastial giant with over-long arms and great, bat-like wings. It stands 20 feet tall and weighs about 12,000 pounds. Its flesh is covered with thick, dark red scales. Fraz-Urb'Luu's powerful arms are so long that it practically knuckle-walks like a great ape. Its face is a disconcerting combination of great handsomeness surrounding a gaping maw of crooked fangs.
Fraz-Urb'Luu speaks Abyssal, Celestial, Common, Draconic, and Giant. It can communicate with any sentient creature via telepathy.
COMBAT
Fraz-Urb'Luu commands sufficient power to destroy a great wyrm red dragon. Let loose in nearly any metropolis, Fraz-Urb'Luu could handily decimate the population there, and very few creatures would have the ability to oppose it. Given time to prepare, there is little that Fraz-Urb'Luu cannot learn about and even less than it cannot accomplish either through brute force or magical prowess. It has the spellcasting power of a 20th-level bard and a 20th-level cleric in addition to impressive spell-like abilities. Armed with its +5 wounding greatsword of speed, Fraz-Urb'Luu can inflict an average 230 points of damage plus 5 points of Constitution damage in a single round. With its bow, it can inflict an average of 167 points of damage plus 17 points of fire damage in a single round. It runs, flies, and swims quickly, and can use greater teleport at will. Fraz-Urb'Luu's damage reduction is so powerful that only an epic weapon can bypass it. When casting cleric spells, any spells below 4th-level are automatically quickened and silent. If his first action in any given combat is a charge, Fraz-Urb'Luu can move and still make a full attack.
Fraz-Urb'Luu doesn't rush into conflict. Instead, it takes time to strategize, using its enormous selection of spells to divine as much information about his foes as possible. It then takes the time to customize his prepared cleric spells in order to best meet the coming battle, to include making wise use of Empower Spell (or incense of meditation) and Heighten Spell. It casts appropriate spells prior to using greater teleport to get the drop on its enemies. Favorite spells include deathwatch, greater invisibility, owl's wisdom, righteous might, summon monster IX and true seeing. Then, after its initial charge and full attack, Fraz-Urb'Luu usually casts time stop in order to cast further appropriate spells, especially symbol of pain, symbol of stunning, and create undead. Fraz-Urb'Luu enjoys using mass inflict critical wounds to both injure his foes and bolster any created undead currently under his command.
Fraz-Urb'Luu's natural weapons and any weapons it wields are considered to both epic and magic for purposes of overcoming damage reduction.
Breath Weapon (Su): 1/day - 30-foot-cone of fire, 6d8 point of fire damage, Reflex save DC 26 halves. The save DC is Constitution-based.
Deceiving Gate (Sp): At will, Fraz-Urb'Luu can use gate. It can attempt to gate even a unique creature, such as another abyssal lord. To do so, Fraz-Urb'Luu is allowed to make a Bluff check opposed by the unique creature's Sense Motive check. If Fraz-Urb'Luu wins this check, the unique creature is tricked into coming through the gate. Fraz-Urb'Luu has no special power over the unique creature. In fact, Fraz-Urb'Luu usually teleports away immediately after using this ability, leaving his foes to face whatever unpleasant creature just stepped through the gate.
Smite Good (Su): Once per day, Fraz-Urb'Luu can make a melee attack that deals an extra +20 points of damage against a good-aligned target.
Spell-Like Abilities: At will - baleful polymorph, deeper darkness, greater teleport, hypnotic pattern, misdirection, telekinesis, veil. 2/day - control weather, levitate. 1/day - call lightning, chain lightning, plane shift, power word blind, prismatic spray. Caster level 20th. Save DCs = 15 + spell level.
Freedom of Movement (Su): Fraz-Urb'Luu has a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but Fraz-Urb'Luu can create it again on its next turn as a free action.
Immunities (Ex): Immune to electricity, fire, magical sleep effects, mind-affecting effects, paralysis, and poison.
Water Breathing (Ex): Fraz-Urb'Luu can breathe underwater indefinitely and can freely use its spell-like abilities while submerged.
Bard Spells (4/6/5/5/5/5/4 per day; save DC 15 + spell level; caster level 20th). Spells Known: 0 - dancing lights, detect magic, ghost sound, lullaby, mage hand, prestidigitation; 1st - alarm, detect secret doors, erase, undetectable alignment, unseen servant; 2nd - blur, detect thoughts, glitterdust, mirror image, whispering wind; 3rd - clairaudience/clairvoyance, crushing despair, dispel magic, fear, major image; 4th - dimension door, greater invisibility, modify memory, shadow conjuration, speak with plants; 5th - greater dispel magic, mass suggestion, mind fog, nightmare, song of dischord; 6th - analyze dweomer, geas/quest, mass charm monster, programmed image.
Cleric Spells (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1 per day; save DC 16 + spell level; caster level 20th). Spells Prepared: 0 - detect magic (x2), guidance, light, read magic, resistance; 1st - cause fear, comprehend languages, deathwatch, detect good, detect law, disguise self*, entropic shield, shield of faith; 2nd - death knell, hold person (x2), invisibility*, owl's wisdom, silence, shatter (x2); 3rd - bestow curse, blindness/deafness, dispel magic (x2), invisibility purge, magic circle against good*, speak with dead; 4th - confusion*, dimensional anchor, divination, poison (x2), sending, tongues; 5th - dispel good*, flame strike, greater command, righteous might, slay living, symbol of pain, true seeing; 6th - antilife shell, blade barrier, create undead*, greater dispel magic, harm, heal; 7th - blasphemy*, destruction, greater scrying, symbol of stunning, word of chaos; 8th - discern location, fire storm, greater spell immunity, mass inflict critical wounds, polymorph any object*; 9th - etherealness, implosion, miracle, summon monster IX, time stop*.
*Domain spell. Domains: Evil (+1 caster level for evil spells), Trickery.
Skills: Fraz-Urb'Luu has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Fraz-Urb'Luu ignores all weight penalties for gear carried when swimming. Fraz-Urb'Luu has a +2 bonus on rebuke undead checks. *It also has a +2 bonus on Spellcraft and Use Magic Device checks related to scrolls.
Possessions: +5 flaming burst composite longbow (+18 Str bonus) of speed, +5 wounding greatsword of speed, amulet of natural armor +5, bracers of armor +8, chaos diamond, cloak of resistance +5, darkskull, gauntlet of rust, greater horn of blasting, incense of meditation (x10), iron flask, orb of storms, pearl of power (2 spells), prayer beads (karma, smiting, summons, wind walking), ring of protection +5, ring of spell storing (5 levels), scabbard of keen edges, staff of domination, plus 70,000 gp.
Staff of Domination: This staff allows use of the following heightened spells.
*Dominate monster (1 charge, DC 33)
*Demand (1 charge, DC 32)
*Mass charm monster (1 charge, DC 32)
*Geas (1 charge, DC 33)
Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Heighten Spell, demand, dominate monster, geas, mass charm monster; Market Price: 464,400 gp.*Demand (1 charge, DC 32)
*Mass charm monster (1 charge, DC 32)
*Geas (1 charge, DC 33)