Huge elemental humanoid (demon)
Level 30 Solo Skirmisher XP 95000
|HP 1108; Bloodied 554||Initiative +21|
|AC 43, Fortitude 42, Reflex 40, Will 41||Perception+24|
|Speed 10, fly 10||Blindsight 10, Darkvision|
|Immune charm, illusion|
|Saving Throws +5; Action Points 2|
False Opportunity (illusion) Aura 5
No enemy can teleport into or out of the aura. If an enemy in the aura hits or misses Fraz-Urb’luu with an attack during his turn, the demon can immediately take a free action to slide the enemy up to 5 squares, and the enemy grants combat advantage until the end of Fraz-Urb’luu’s next turn.
Unless Fraz-Urb’luu allows it, no scrying sensor can observe him and no divination ritual can be used to gain information about him. A scrying sensor instead sees nothing or an illusion that Fraz-Urb’luu dictates as a free action (Insight DC 42 to discern the illusion is false).
If Fraz-Urb’luu starts his turn unable to take actions, illusory escape recharges, and he can use it as no action.
Attack: Melee 3 (one creature); +35 vs. AC
Hit: 3d10 + 25 damage.
Attack: Melee 1 (one creature); +35 vs. AC
Hit: 3d6 + 25 damage.
Demonic Fury At-Will
Effect: Fraz-Urb’luu uses slam twice and bite once.
Abyssal Deception Daily
Requirement: Fraz-Urb’luu must be bloodied.
Effect: Fraz-Urb’luu takes 200 damage, illusory escape recharges, and Fraz-Urb’luu uses it. In the space he vacated, another demon prince—such as Graz’zt, Juiblex, Kostchtchie, Oublivae, or Zuggtmoy—appears. The demon prince is weakened, and it attacks Fraz-Urb’luu’s enemies on Fraz-Urb’luu’s initiative count. If Fraz-Urb’luu uses a minor action to dismiss the demon prince, Fraz-Urb’luu becomes visible, or the demon prince becomes bloodied, it disappears, returning whence it came.
Illusory Escape (illusion, teleportation) Recharge
Effect: Fraz-Urb’luu turns invisible and teleports up to 10 squares. He remains invisible until he hits or misses with an attack or until the end of the encounter.
Summoning Master At-Will
Effect: Close burst 20; 1d3 + 1 vrock lackeys appear in the burst, and then 1d2 nalfeshnee lackeys appear in the burst, up to a maximum of six demon lackeys present at any one time.
Requirement: Fraz-Urb’luu must have no creature grabbed.
Attack: Melee 3 (one creature); +30 vs. Fortitude
Hit: 3d6 + 25 damage, Fraz-Urb’luu can pull the target up to 2 squares, and the target is grabbed (escape DC 32) and takes ongoing 35 damage until the grab ends.
Variable Resistance 3/Encounter
Trigger: Fraz-Urb’luu takes acid, cold, fire, lightning, or thunder damage.
Effect (Free Action): Fraz-Urb’luu gains resist 30 to the triggering damage type until the end of the encounter or until he uses this power again.
Skills Arcana +26, Bluff +29, Insight +24, Stealth +24
Str 31 (+25) Dex 19 (+19) Wis 19 (+19)
Con 29 (+24) Int 22 (+21) Cha 28 (+24)
Alignment Chaotic Evil Languages Abyssal, Common, Primordial, telepathy 20
Published in Dungeon Magazine 208.