The following material is Open Game Content from the Menace Manual SRD
Fiends appear in countless forms, although their physical characteristics often reflect some sin or other vile aspect.
Fiends share the following traits:
Darkvision (Ex): Fiends have darkvision out to a range of 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a fiend can function with no light at all.
Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.
Weapon and Armor Proficiency: Fiends receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Fiends noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.
Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages.
Special: Fiends cannot be raised from the dead.
Baal (Unique Archfiend)
The archfiend Baal feeds on the corruption of mortals who hunger for wealth and power. As the gap between rich and poor grows ever wider, Baal grows ever more powerful. In this age of nearly limitless corporate expansion and official policies that favor greed and dehumanization, his power is at an all-time high.
Alternate Form (Su): At will as a free action, Baal can assume the form of a human male or revert to his normal form. He can retain either form indefinitely.
Aura of Greed (Su): Once per day as a free action, Baal can create an aura of greed extending out from his body in a 20-foot radius. Except as noted here, the effect functions like the psionic power domination (manifester level 10th). Each creature within this area must make a successful Will save (DC 21) or be overcome with greed. A creature that fails its saving throw must immediately attack another random creature within 60 feet (possibly even Baal himself) and attempt to take its valuables. If no target is within reach, the affected creature must move toward a randomly chosen target it can see and attack it as soon as possible. This effect is Charisma-based and lasts for 1d4 rounds. As a move action, Baal can specify one creature for other affected creatures to attack instead of allowing random targeting. In this case, the Will save DC drops to 15
Damage Reduction 10/+2 (Su): Baal ignores the first 10 points of damage dealt by any weapon with a magical bonus lower than +2. In campaigns without magic weapons, the GM can either disregard Baal’s damage reduction or apply it only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Fear Aura (Su): At will as a free action, Baal can create an aura of fear in a 20-foot radius around himself. This effect is otherwise identical to that of a fear spell (caster level 10th; Will DC 21). A creature that succeeds on the saving throw cannot be affected again by Baal’s fear aura for 24 hours.
Immunities (Ex): Baal is immune to fire and poison.
Resistances (Ex): Baal has cold resistance 20 and electricity resistance 20.
Spell-Like Abilities: At will—augury, bane, bestow curse, command, comprehend languages, confusion, detect magical aura, discern lies, dispel magic, enhance ability, faith’s fury, fireball, flaming projectiles, flaming wrath, greater command, hold monster, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, knock, mass inflict light wounds, passwall, prestidigitation, read magic, see invisibility, telekinesis, true seeing, wall of fire. Caster level 10th; save DC 17 + spell level.
Baal, Charismatic Hero 10/Negotiator 8: CR 25; Huge outsider; HD 8d8+80 plus 10d6+100 plus 8d8+80; hp 367; Mas 31; Init +4; Spd 30 ft., fly 80 ft. (poor); Defense 34, touch 12, flat-footed 30 (–2 size, +4 Dex, +6 class, +16 natural); BAB +19; Grap +36; Atk +26 melee (2d6+9, claw); Full Atk +26 melee (2d6+9, 2 claws), or +26/+21/+16/+11 melee (by weapon), or +22/+17/+12/+7 ranged; FS 10 ft. by 5 ft.; Reach 10 ft.; SQ alternate form, aura of greed, conceal motive, damage reduction 10/+2, darkvision 120 ft., fear aura, immune to fire and poison, no sweat, react first, resistances, sow distrust, spell-like abilities, talk down several opponents; AL evil, law; SV Fort +25, Ref +17, Will +24; AP 8; Rep +11; Str 28, Dex 19, Con 31, Int 30, Wis 24, Cha 25.
Skills: Bluff +44, Computer Use +18, Concentration +16, Diplomacy +44, Forgery +16, Gamble +26, Gather Information +28, Intimidate +43, Knowledge (arcane lore) +29, Knowledge (behavioral sciences) +34, Knowledge (business) +46, Knowledge (civics) +46, Knowledge (current events) +40, Knowledge (history) +24, Knowledge (technology) +18, Knowledge (theology and philosophy) +16, Listen +13, Profession +41, Read/Write Abyssal, Read/Write Arabic, Read/Write Dutch, Read/Write English, Read/Write French, Read/Write German, Read/Write Greek, Read/ Write Italian, Read/Write Japanese, Read/Write Russian, Read/Write Spanish, Research +19, Sense Motive +32, Speak Abyssal, Speak Arabic, Speak Dutch, Speak English, Speak French, Speak German, Speak Greek, Speak Italian, Speak Japanese, Speak Russian, Speak Spanish, Spot +13.
Feats: Archaic Weapons Proficiency, Cleave, Confident, Deceptive, Educated, Frightful Presence, Iron Will, Personal Firearms Proficiency, Power Attack, Renown, Simple Weapons Proficiency, Sunder, Trustworthy, Windfall (×4).
Talents (Charismatic Hero): Charm (males), coordinate, favor, greater inspiration, inspiration.
Possessions: Vast personal and corporate wealth, collection of ancient Middle Eastern religious artifacts.