Infernal, Advanced (3.5e Creature)

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Advanced Infernal

CR 47

CE or LE Gargantuan Outsider (Evil, Extraplanar) (Chaotic or Lawful)
Init/Senses +14/true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.; Listen +85, Spot +85
Aura nondetection
AC 72, touch 13, flat-footed 66
(+6 Dex, –4 size, +60 natural)
hp 1614 (72 HD); fast healing 30, regeneration 30, DR 30/good and epic
Immune Polymorphing, petrification, and other form-altering attacks; Energy Drain, ability drain, ability damage, or death from massive damage; mind-affecting effects; all nonmagical diseases, all poisons with a Fortitude save DC of 25 or less
SR/Resist 59/fire 20; cold 20;
Fort/Ref/Will +46/+44/+46
Speed 80 ft. (16 squares), fly 240ft. (48 squares, perfect)
Melee 2 claws +98 (12d6+27/19-20 x2 +1d6 Fort DC 65 or die), 1 bite +92 (8d8+13 + spell suck), 2 wings +90 (4d6+13), 1 tail slam +90 (8d8+13)
Space/Reach 20ft./20ft.
Base Atk/Grp +72/+111
Special Actions Improved Grab, spell suck; An infernal’s natural weapons are treated as epic, evil, and chaotic-aligned or lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities (Caster level 72nd; save DC 20 + spell level. The DCs are Charisma-based.):
1/day—fire storm, hellball (epic spell), implosion, meteor swarm
Abilities Str 64, Dex 23, Con 38, Int 22, Wis 26, Cha 30
Feats Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Sunder, Weapon Focus (claw), Blinding Speed (x2), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Tenacious Magic (blur), Tenacious Magic (unholy aura), Great Fortitude, Perfect Health, Dire Charge, Improved Critical (claw), Overwhelming Critical (claw), Devastating Critical, Improved Natural Attack (claw), Superior Initiative, Combat Reflexes, Spellcasting Harrier
Skills Balance +83, Concentration +89, Diplomacy +87, Escape Artist +81, Hide +73, Jump +73, Knowledge (arcana) +81, Knowledge (the planes) +81, Listen +85, Move Silently +81, Search +81, Sense Motive +83, Spellcraft +83, Spot +85, Tumble +83
Improved Grab (Ex) If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.
Spell Suck (Su) If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.
Learned Spell Immunity (Su) If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster
Summon Fiend (Sp) An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).
Regeneration (Ex) Infernals take normal damage from good weapons. Lawful infernals also take normal damage from chaotic weapons, and vice versa.

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