GRAZ'ZT, THE DARK PRINCE

from Book of Vile Darkness

Large Outsider (Chaotic, Evil)

Hit Dice: 36d8+324 (486 hp)

Initiative: +14

Speed: 40 ft.

AC: 43 (-1 size, +10 Dex, +6 insight, +13 natural, +5 shield), touch 25, flat-footed 33

Attacks: +5 acidic burst greatsword +48/+43/+38/+33 melee

Damage: +5 acidic burst greatsword 2d6+l3/17-20 plus 2d6 acid plus 1 vile

Face/Reach: 5 ft by 5 ft/10 ft.

Special Attacks: Fear, spell-like abilities

Special Qualities: DR 15/+6, fast healing 5, item master, outsider traits, see invisibility, SR 38, summon tanar'ri, tanar'ri traits Saves: Fort +29, Ref +30, Will +26

Abilities: Str 26, Dex 30, Con 28, Int 35, Wis 22, Cha 39

Skills: Balance +49, Bluff+50, Climb +25, Concentration +45, Diplomacy +58, Disguise +50, Forgery +48, Gather Information +50, Hide +41, Intimidate +54, Jump +11, Knowledge (arcana) +48, Knowledge (history) +30, Knowledge (religion) +30, Knowledge (the planes) +48, Listen +42, Move Silently +45, Scry +48, Search +48, Sense Motive +42, Spellcraft +30, Spot +42, Tumble +45

Feats: Cleave, Dark Speech, Dodge, Empower Spell-Like Ability, Expertise, Improved Critical (greatsword), Improved Initiative, Power Attack, Vile Martial Strike (greatsword), Weapon Focus (greatsword)

Climate/Terrain: Any land and underground

Organization: Graz'zt plus 6 lamias, succubi, or mariliths

Challenge Rating: 24

Treasure: Quadruple standard

Alignment: Chaotic evil

Advancement: -

 

One of the most powerful demons in all the Abyss, Graz'zt is lord of three layers of that plane. He is a tall darkly handsome demon with shiny black skin and green, glowing eyes. Craz'zt dresses in regal finery, but his slightly pointed ears and yellow fangs mark him for the demon he is. Most striking of all are his digits: He has six ebony fingers on each hand and six toes on each foot.

Tales are told among common folk that a dark-skinned fiend sometimes visits witches and sorcerers, granting them both sexual favors and magical powers. Graz'zt is the truth of that legend. A deeply sexual, erotic being, the Dark Prince never goes anywhere without a retinue of female monsters-usually lamias, succubi, or mariliths. He is dangerously charming and seductive, and he speaks with such eloquence and grandeur chat one might think him a devil, not a demon.

Graz'zt has long been in a state of war with both Demogorgon and Orcus. At one point he had the upper hand in this conflict, but he was suddenly summoned to the Material Plane by Zagyg, the mad archmage. There, he was imprisoned and subjugated until he was able to win his freedom at the cost of being imprisoned on his own plane for a time. No one knows if he is still under the restriction or not-and he is certainly not telling.

Graz'zt's symbol is a black, six-fingered hand

Combat

Graz'zt has a vast repertoire of spell-like abilities-so vast that many assume that he is in fact a sorcerer or a wizard. He does not hesitate to use his spell-like abilities, and he consort with many evil wizards. However, he is just as deadly in melee with his acidic sword and thus does not shrink from close combat, either. He often goes into combat with these abilities active: tongues, unholy aura (+4 additional bonus to AC, +4 bonus on saves), and detect thoughts.

Fear (Su): With a sneer and a word (free action), Graz'zt can invoke a fear effect (Will DC 42 negates) at will.

Spell-Like Abilities: At will-blasphemy, charm monster, damning darkness, darkbolt, deeper darkness, demand, desecrate, detect good, detect law. Detect thoughts, discern location, eye bite, insanity, Graz'zt's long grasp, greater dispelling, magic missile, mass charm, mirror image, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of iron, water breathing, wretched blight; 2/day- dominate person, polymorph other, polymorph any object; 1/day-disintegrate, trap the soul, shapechange, veil. Caster level 20th; save DC 24 + spell level.

Fast Healing (Ex): Graz'zt regains lost hit points at the rare of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Graz'zt to regrow or reattach lost body parts.

Item Master (Ex): Although not an actual spellcaster, Graz'zt can use any magic item, even spell completion items such as wands and scrolls. Unlike Demogorgon, he does not create items.

Outsider Traits: Graz'zt has dark-vision (60-foot range). He cannot be raised or resurrected.

See Invisibility (Su): Invisible creatures and objects are always visible to Graz'zt, as if he were constantly under a see invisibility effect.

Summon Tanar'ri (Sp): Once per day Graz'zt can automatically summon ld2+l glabrezu or ld2 balors.

Tanar'ri Traits: Graz'zt can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison, and he has acid resistance 20, cold resistance 20, and fire resistance 20.

Possessions: Graz'zt wields a wavy bladed +5 acidic burst greatsword and a +3 demonmight warded large steel shield.

The Goals of Graz'zt

Graz'zt is bent on the conquest of the Abyss. He despises that Demogorgon is called the Prince of Demons- he covets that title more than anything else. Graz'zt controls Azzagrat, a realm that extends over three layers of the Abyss. Spanning all three layers is the city of Zelatar. Within the city lies the Argent Palace, Graz'zt's personal home composed of sixty-six ivory towers. From his palace, Graz'zt schemes, developing intricate plots to defeat his enemies and gain more power.

Graz'zt loves seduction and guile. Although he is not afraid of war, he would rather trick and charm his opponents than beat them in battle. He enjoys the notion that he is the most intelligent, cunning creature in the Abyss.

The Dark Prince pays a great deal of attention (through spies, mostly) to what goes on in the mortal realm. He is fond of trading favors with mortals, giving aid or information now for services to be demanded later.

The Servants of Graz'zt

Graz'zt is always attended by six lamias with maximum hit points. Furthermore, Unhath and Reluhantis, two mariliths, are never far from the demon prince when he is within his dark palace. When he is gone, they run the place with an iron hand, cruelly and chaotically. When Graz'zt returned from his time on the Material Plane, he had much to do to get his realm back in order. Yattara is in charge of a small squad of succubi that excel at infiltration and espionage.

Unhath and Reluhantis (2): Female marilith Sor 6; CR 23; Large outsider (chaotic, evil); HD 9d8+45 plus 6d4+30; hp 105; Init +3; Spd 40 ft.; AC 30, touch 12, flat-footed 27; Atk f 16/+11/+6 melee (ld8+5/l9-20 plus 1d6 acid, +1 acidic burst longsword) and +16 melee (ld8+3/19-20 plus ld6 acid, 2 +1 acidic burst longswords) and +16 melee (1d8+3/19-20, 3 +1 unholy longswords) and +13 melee (4d6+2, tail slam); Face/Reach 5 ft. by 5 ft/10 ft.; SA constrict (4d6+6), improved grab, spell-like abilities: SQ DR 20/+2, enhanced multiweapon lighting, outsider traits, SR 25, summon tanar'ri, tanar'ri traits; AL CE; SV Fort +13, Ref+11, Will +15; Str 19, Dex 16, Con 20, Int 19, Wis 18, Cha 20.

Skills and Feats: Bluff+18, Concentration +15, Diplomacy +9, Hide +15, Intimidate +7, Knowledge (arcana) +6, Listen +24, Move Silently +16, Scry +14, Search +17, Sense Motive +17, Spellcraft +20, Spot +24; Expertise, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability, Violate Spell-Like Ability.

Constrict (Ex): With a successful grapple check, Un-hath or Reluhantis can crush a grabbed opponent, dealing 4d6+6 points of bludgeoning damage. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for at long as it remains in the marilith's coils and for 2d4 rounds thereafter.

Improved Grab (Ex): It Unhath or Reluhantis hits a Medium-size or smaller opponent with a tail slam attack, she deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20). If she hits with the tail slam, she can also constrict in the same round, Unhath or Reluhantis has the option to conduct the grapple normally, or simply use her tail to hold the opponent (-20 penalty on grapple check, but the marilith is not considered grappled). In either case, each successful grapple check she makes during successive rounds automatically deals tail slam and construct damage.

Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languagis, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds. magic circle against good (self only), magic weapon, project image, polymorph self, pyrotehnics, see invisibility; shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight. Caster level 13th; save DC 15 + spell level.

Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexterity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light oft-hand weapons.

Outsider Traits: Unhath and Reluhantis have darkvision (60-foot range). They cannot be raised or resurrected.

Summon Tanar'ri (Sp): Once per day a marilith can attempt to summon 4d10 dretches, ld4 hezrous, or 1 nalfeshnee with a 50% chance of success, or 1 glabrezu or another marilith with a 20% chance of success.

Tanar'ri Traits: Unhath and Reluhantis can communicate telepathically with any creature within 100 feet that has a language. They arc immune to electricity and poison, and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Skills: A marilith receives a +8 racial bonus on Listen and Spot checks.

Spells Known (6/8/6/4; save DC 15 + spell level):

0-dancing lights, detect magic, flaw, ghost sound, mage hand, ray of frost, read magic;

1st- charm person, chill touch, mage armor, shield;

2nd-bull's strength, darkbolt;

3rd-lightning bolt.

Possessions: 3 +1 unholy longswords, 3 + 1 acidic burst longswords, wand of lightning bolt (25 charges), evil spell components (preserved human heart, human brain, and devil's heart).

Yattara: Female succubus Rog 6; CR 15; Medium-size outsider (chaotic, evil); HD 6d8+6 plus 6d6+6; hp 60; Init +4, Spd 30 ft., fly 50 ft. (average); AC 25, touch 16, flat-footed 25; Atk +11 melee (ld3+1, 2 claws), or +15/+10 melee (ld6+2/19-20, +1 short sword of subtlety) and + 6 melee (ld3, claw); SA energy drain, sneak attack +3d6, spell-like abilities, SQ alternate form, DR 20/+2, evasion, outsider traits, SR 12, summon tanar'ri, tanar'ri traits, tongues, traps, uncanny dodge (Dex bonus to AC; can't be flanked); AL CE; SV Fort +8, Ref + 14, Will +9; Str 12, Dex 18, Con 13, Int 16, Wis 15, Cha21.

Skills and feats: Balance +6, Bluff +17, Concentration +10, Diplomacy +7, Disguise +17, Escape Artist +16, Hide + 16, Intimidate +7, Jump +3, Knowledge (arcana) +9, Listen +22, Move Silently +16, Ride (horse) +10, Search +15, Spot +22, Tumble +10, Use Magic Device +11; Dodge, Mobility, Spring Attack, Weapon Finesse (short sword).

Energy Drain (Su): Yattara drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple (grapple bonus +11), which provokes an attack of opportunity. Her kiss or embrace bestows one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. For each negative level bestowed, Yattara heals 5 points of damage. If the amount of healing is more than the damage she has taken, she gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 18) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.

Spell-Like Abilities: At will-charm monster, clairauditnce/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 pounds of objects only), suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day-unholy blight. Caster level 12th; save DC 15 + spell level.

Alternate Form (Su): Yattara can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms.

Evasion (Ex): If exposed to any effect that normally allows Yattara to attempt a Reflex saving throw for halt damage (such as a fireball), she takes no damage with a successful saving throw.

Outsider Traits: Yattara has darkvision (60-foot range). She cannot be raised or resurrected.

Summon Tanar'ri (Sp): Once per day Yattara can attempt to summon 1 balor with a 10% chance of success.

Tanar'ri Traits: Yattara can communicate telepathically with any creature within 100 feet that has a language. She is immune to electricity and poison, and she has acid resistance 20, cold resistance 20, and fire resistance 20.

Tongues (Su): Yattara has a permanent tongues ability as the spell (caster level 12th).

Skills:*While using alternate form, Yattara gains a +10 circumstance bonus on Disguise checks.

Possessions: +1 short sword of subtlety, ring of protection +2, potion of cat's grace, potion of endurance, potion of bull's strength.