Fraz-Urb'luu
Huge elemental humanoid (demon)
Level 30 Solo Skirmisher XP 95000

HP 1108; Bloodied 554Initiative +21
AC 43, Fortitude 42, Reflex 40, Will 41Perception+24
Speed 10, fly 10Blindsight 10, Darkvision
Immune charm, illusion
Saving Throws +5; Action Points 2

Traits

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.

Screened

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).

Instinctive Escape

If Fraz-Urb’luu starts his turn unable to take actions, illusory escape recharges, and he can use it as no action.

Standard Actions

Slam At-Will

Attack: Melee 3 (one creature); +35 vs. AC

Hit: 3d10 + 25 damage.

Bite At-Will

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.

Move Actions

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.

Minor Actions

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.

Tail At-Will

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.

Triggered Actions

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.