The Book of Fiends - IA

January 17, 2018 | Author: Chris Stewart | Category: Copyright, Demons, License, Dungeons & Dragons
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A Malefic Bestiary for the d20 System By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

GRR1025e

Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

The Book of Fiends

Designed By Art Direction (Legions of Hell)

Development

Chris Pramas

Chris Pramas

Cover Art

Additional Design

Michael Sutfin

Jim Bishop (Jalie Squarefoot, Infernal Prestige Classes, Malohin, Razorwire Golem, Solesik), Brian Kirby (The Faceless, Spinder, Vierhander), and Jesse Decker (Aeons, the Hallowed)

Interior Art Julian Allen, Toren “MacBin” Atkinson, Tom Baxa, Drew Baker, Brom, Brian Despain, Chris Keefe, Raven Mimura, Sam Wood, Mike Vilardi, Kevin Crossley, James Ryman, Dennis Detwiller, Kent Burles.

Editing Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Green Ronin Staff

Proofreading

Nicole Lindroos, Hal Mangold, Chris Pramas, and Evan Sass.

Evan Sass

Special Thanks

Graphic Design and Art Direction

Robert Schwalb for bringing the evil and Jeremy Crawford for update madness.

Hal Mangold

The Book of Fiends is ©2003 Green Ronin Publishing. All rights reserved. Appendix 3 Courtesy of Enkwell Press Design: Brannon Hollingsworth and Jesse Mohn. Cartography: Ed Bourelle and Jesse Mohn Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. The Book of Fiends, Green Ronin, Arcana, the Arcana logo, and the Green Ronin logo are trademarks of Green Ronin Publishing. DUNGEONS & DRAGONS® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., and are used with permission. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 5.0. A copy of this License can be found at www.wizards.com/d20. The following text is Open Gaming Content: the demon, daemon and devil traits sidebars; the Demons and the Material Plane section of Chapter 1; all of Chapters 2 and 9; the name, info block and obedience of each demon prince in Chapter 3; the name, statistics, and combat section of each monster in Chapters 4, 6, and 8; all new weapons and magic items; and appendices 1, 2, 3, and 4. Printed in the U.S.A.

Green Ronin Publishing P.O. Box 1723 Renton, WA 98057-1723 Email: [email protected] Web Site: www.greenronin.com

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The Book of Fiends

Introduction ................4 Armies of the Abyss .......5 Chapter One: Into the Abyss ....... 6 Chapter Two: Those Who Serve .... 9

The Thaumaturge Class .........................................9 New Domains........................................................16 New Spells ..............................................................18

Chapter Three: Those Who Rule .. 20 Abaddon .................................................................20 Abraxas ..................................................................21 Anarazel ..................................................................22 Astaroth ..................................................................22 Azazel ......................................................................23 Azidahaka ...............................................................24 Behemoth ...............................................................25 Decarabia ................................................................25 Eligor ......................................................................26 Flauros ....................................................................27 Gamigin ..................................................................27 Haagenti ................................................................28 Ipos..........................................................................29 Marbas ....................................................................30 Nocticula ................................................................30 Raum .......................................................................31 Sabnach ...................................................................32 Seere ........................................................................33 Shax .........................................................................33 Socothbenoth.........................................................34 Vepar .......................................................................36

Chapter Four: Creatures of the Abyss ........ 37

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Abyssal Dragon .....................................................37 Alastor .....................................................................38 Alrune .....................................................................39 Armageddon Beast ...............................................40 Chernobue..............................................................42 Cresil the Impure ..................................................43 Daeobelinus ...........................................................44 Darba ......................................................................45 Enveloper of the Innocent..................................46 Eurynomus, the Corpse Eater ............................47 Golem, Razorwire .................................................48 Harlequin ................................................................49 Herensugue ............................................................50 Hydraggon .............................................................51 Incubus ...................................................................52 Inmai ......................................................................53 Irecundia .................................................................54 Jahi ..........................................................................55 Jilaiya .......................................................................56 Locust Demon .......................................................57 Malohin the Strangler ...........................................58 Mandragoras ..........................................................59 Merihim ..................................................................60 Nyogoth ..................................................................61 Orusula ...................................................................62 Paigoel .....................................................................63 Philotanus the Seducer .........................................64 Radiant Boy ............................................................65 Rahu the Tormentor .............................................66 Schir.........................................................................67 Shiggarreb ..............................................................68 Shoggti ....................................................................69 Skulldugger.............................................................70 Solesik .....................................................................71 Soulkeeper ..............................................................72 Spawn of Marbas ..................................................73 Spineseeker .............................................................74 Stygian Interloper ..................................................75 Vessel of Orcus .....................................................76 Vilisemen ................................................................77

Table of Contents

Vulcan Demolisher ...............................................78 Warped One ...........................................................79 Whore’s Curse (Raptu) .........................................80

Hordes of Gehenna ........81 Chapter Five: Descent into the Seven-Circle Realm .......... 82

Creation of the Realm ..........................................82 The Lay of the Land ............................................83 Bring on the Evil! ..................................................85

Chapter Six: Creatures of Gehenna ......... 86

Abandoned Dream ...............................................86 Ahrimanes ..............................................................87 Calumnites .............................................................88 The Companions of Malice ................................89 Confithish ...............................................................93 Crausus ...................................................................94 Dömixtrie ...............................................................95 Evil Twin Template...............................................96 Faces of the Great ................................................98 Fair One ..................................................................99 The Feasting ........................................................ 100 Flabule.................................................................. 101 Furtivin ................................................................ 102 Glomeray ............................................................. 103 Harbinger of Vengeance ................................... 104 Hoarder................................................................ 105 Hunger ................................................................. 106 Impregnator ........................................................ 107 Impregnator Patriarch ....................................... 108 Jageth.................................................................... 109 Kurgellis............................................................... 110 The Languishing ................................................. 111 Maodon................................................................ 112 Morning’s Plague ................................................ 113 Mother Igwyre .................................................... 114 Mutilâan ............................................................... 116 Necro-Ripper ...................................................... 117 Ograq ................................................................... 118 Paesod .................................................................. 119 She ........................................................................ 120 Shogarr, Consumer of Souls ............................ 121 Slumbering Valor................................................ 122 Spawn of Draqolath .......................................... 124 The Taker ............................................................ 125 That Which Cannot Be ..................................... 126 Unc ....................................................................... 127 U’ulgan ................................................................. 128 Vashtuk ................................................................ 130 Vecrose................................................................. 131 Venenézle ............................................................ 132 Vespertiliac .......................................................... 133 Vlogar................................................................... 134 Wuigart ................................................................ 135 Zovarik................................................................. 137

Asakku ................................................................ 146 Ashmede .............................................................. 146 Balan..................................................................... 147 Balan’s Huntsman............................................... 149 Bonedreg ............................................................. 150 Bulugon ............................................................... 151 Bune, Duke of Eloquence ................................ 152 Chamagon .......................................................... 153 Cranial Wretch .................................................... 154 Dagon, Warden of the Stygian Depths .......... 155 Darksphinx .......................................................... 156 Distender ............................................................. 157 Enforcer of Dis ................................................ 158 Exiled ................................................................... 159 The Faceless ........................................................ 160 Fallen Celestial .................................................... 161 Furcas, Duke of Rhetoric ................................. 164 Gladiatrix ............................................................. 165 Hadriel, Duchess of Domination ................... 166 Hellwarden .......................................................... 167 Herlekin ............................................................... 168 Iblis, Duke of Pride ........................................... 169 Ice Stalker ............................................................ 170 Jalie Squarefoot, The Lich Fiend ..................... 171 Kere ...................................................................... 173 Knocker .............................................................. 173 Kok-Lir ............................................................... 174 Krotep .................................................................. 175 Lel, Marquise of the Night ............................... 176 Magugon .............................................................. 177 Malgrin, Duke of Unlife ................................... 178 Mechtenaek ......................................................... 179 Naamah, Contessa of Duplicity ...................... 180 Nekhet, Prophet of Set ..................................... 182 Nergal, the Fetid Prince .................................... 183 Oubliette .............................................................. 184 Pain Mistress ....................................................... 185 Painshrieker ......................................................... 186 Phl’taurian............................................................ 187 Phlogiston Monitor............................................ 188 Shadow Angel ..................................................... 188 Soulsniffer ........................................................... 189 Spinder ................................................................. 190 Striga .................................................................... 191 Vierhaander ......................................................... 192 Vuall ..................................................................... 193 Whiptail .............................................................. 194

Chapter Nine: Infernal Prestige Classes ...196

Balan’s Jackal ....................................................... 196 Mountebank ........................................................ 198 Plaguelord ............................................................ 200

Appendices ...............202 Appendix One: Angelic Choirs and the Fallen ....... 202

Angelic Choirs of the Seven Heavens ............ 202 A Selection of Fallen Celestials in Hell .......... 203

Appendix Two:Unholy Warriors .205

The Unholy Warrior Class ................................ 205 Domains .............................................................. 209 Blood and Souls for My Dark Master ............. 214

Legions of Hell ..........139

Appendix Three:Fiendish Cities ... 217

Chapter Seven: Go to Hell! ......140 Chapter Eight: Creatures of Hell ............. 142

Appendix Four: Monsters Ranked by Challenge Rating .............. 219 Appendix Five: Bibliography ..... 220

Abigor, Grand Duke of War ............................ 142 Abigor’s Steeds ................................................... 143 Akop ..................................................................... 144 Antaia, the Witch Queen .................................. 145

Byldgewater ......................................................... 217 Cacoëthes ............................................................ 218

General Sources.................................................. 220 AD&D Sources .................................................. 221

Index .....................221

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The Book of Fiends

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Introduction

Introduction Demon. Devil. Daemon. These words have been used to describe ultimate evil. Such creatures exist in every culture under many different names. It was thus only natural that they were adopted into RPGs very early on. Who can forget the images conjured up by the likes of Asmodeus, Dispater, and Orcus in the 1st edition Monster Manual? Or the precision of the Gygaxian prose in Monster Manual II? The fact that I would never really need to know exactly how many companies of bearded devils Balan commanded on the battlefield didn’t occur to me. All that mattered was that I got a peak into Hell. I remembered that years later, when conceiving books for the then-new d20 System. Jim Bishop suggested that doing a book involving Hell was a natural since I had written the AD&D Guide to Hell for 2nd edition. I could hardly argue. Rather than do a book about Hell itself though, which would only be of use to some GMs, I decided to do a monster book featuring the creatures of the Pit. Thus was born Legions of Hell, Green Ronin’s best-selling fantasy sourcebook to date. When designing the book, I tried to create creatures with a wide variety of Challenge Ratings. Devils had traditionally been high-level foes. I wanted to provide challenges for all levels so a GM could run an infernally themed campaign from levels 1-20 if he so desired.

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Handbook. This title focused on a new class divine spellcaster that summoned celestials and other creatures of the Upper Planes. A large part of the book was given over to statting up those celestials, so the fiends would have some new foes. Our original plan called for Volume 3 of the Book of Fiends, Hordes of Gehenna, to come out in March of 2003, but the freelance author given the assignment had to bow out at the last minute. We forged ahead with the Unholy Warrior’s Handbook, which provided an anti-paladin to answer Book of the Righteous’s holy warrior class. Before we could release Hordes of Gehenna t h o u g h , edition 3.5 was upon us and many changes were made to the core game. We immediately began to get questions from the fans. “Will you be updating Legions of Hell and Armies of the Abyss?”

The answer seemed obvious. Rather than release Hordes of Gehenna on its own, we should do the complete Book of Fiends, with updates and new material for Legions of Hell and Armies of the Abyss. That is the tome you hold in your hands. We have made every effort to make this as complete as possible. It includes all the original material, plus new demons and devils and the entirety of Hordes of Gehenna. We got Book of the Righteous author Aaron Loeb to write the material on Gehenna to ensure compatibility with his cosmology. We even had room to From the beginning, Legions of Hell was conceived as the first include a 3.5 update of the unholy warrior class by author Robert part of a larger work. The original bore the J. Schwalb, so now all the evil is in one place. subtitle Book of Fiends, Volume 1. Volume 2, We also followed through on the idea of Armies of the Abyss, came out in 2002. We also providing a wide range of CRs so you’ll find And mother taught us patience expanded on the Legions info in two other creatures from ½ to 40 (with most clocking The virtues of restraint key titles. First, we published the Book of the in between 1 and 25). All of this material can Righteous, a mammoth tome that provided be used with the standard d20 cosmology or And father taught us boundaries a fully detailed cosmology, pantheon, and that of Book of the Righteous. Beyond which we must go church-structure. It took the basics of To find the secrets promised us We hope you enjoy this look into the dark Legions of Hell and Armies of the Abyss and realms. May your game never be the same! Mission of Burma embellished them as part of a wonderfully imaginative tapestry. Later, we decided to Chris Pramas give the good guys a chance in the Avatar’s December 1, 2003

Volume 1: Armies of the Abyss

Armies of the Abyss

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Volume 1: Armies of the Abyss

Chapter One: Into the Abyss Some scholars believe that everything in the material world is but a representation of some intrinsically pure concept found in the Outer Planes. A castle, for example, is an echo of a perfect, archetypal castle that exists somewhere beyond the Astral Plane. The existence of the roiling Abyss lends credence to such theories. The seemingly infinite layers of this plane of chaos and evil house the “perfect” inspiration for countless acts of murder, betrayal, perversion, and decadence. Whole cities rise and fall at the whims of distant masters in endless cycles that seem only to prove the inevitability of anarchy and decay. The aimless souls of mortals range from layer to layer, fearing capture from nigh-omnipotent lords eager to suck essence from their metaphysical marrow. Landscapes leach life, color, and nutrients from those who attempt to settle them, and wild beasts controlled only by hunger and lust haunt jungles infested with murderous plants and poisonous streams. Few foreigners survive long in the Abyss. The plane seems designed by a bickering assembly of insane but nonetheless brilliant architects for the sole purpose of punishing and destroying its inhabitants. Certain creatures do manage to eke out an existence here, as their natures parallel that of the Abyss itself. These beings, commonly known as demons on the Material Plane, divide themselves into countless races, subraces, and breeds. The greatest demons bend the spirit of the plane itself to their will, becoming self-styled princes of certain layers, dominating hordes of demonic subjects just as human sovereigns command their vassals. Notoriously disloyal, demons hold true allegiance only to their own chaotic, unpredictable nature. They war against one another, against the devils of the Nine Hells, and against the angelic choirs of the Upper Planes, sacrificing themselves in great numbers as if honoring the very concept of destruction, whether of themselves or of their enemies. Despite their propensity to die in huge numbers when facing better-organized foes, their sheer force of numbers propels the armies of the Abyss to victory as often as not. An infinite plane, after all, can produce an infinite number of demonic soldiers. Yet not all demons prefer the cosmic battlefields of the Outer Planes. Some delight in tempting mortals to acts of chaos and evil, increasing the number of souls entering the Abyss with every foul corruption. Demon princes require mortal souls to maintain their hold on their personal layers, and their agents roam the physical world in search of converts for their infernal masters.

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Some demons come to the Material Plane at the behest of amoral wizards, clerics, or sorcerers, who summon them from the Abyss to do their bidding. When under the command of a summoner, demons make powerful

shock troops, cunning confidants, and skillful assassins. Certain magical practitioners, known as thaumaturges, have developed the practice of manipulating demonic forces and magic to a science. Just as the world has much to offer demons, demons have much to offer it. Demons also have much to offer your campaign. They represent the ultimate challenge to the typical party of fantasy adventurers. Nothing is more offensive to a paladin than a demonic paragon of ideals diametrically opposed to the standards of law and goodness. Druids and rangers rightly consider demons unnatural blights whose very presence on the Material Plane threatens the natural order. For a fighter or barbarian demons are the ultimate martial encounter, and they serve as thrilling antagonists in countless bards’ tales. Wizards, sorcerers, and clerics, on the other hand, might have much to learn from demonic denizens of the Outer Planes, viewing them as intriguing enemies who hold the key to important lore in their inscrutable minds. Even an adherence to chaos and evil, however, allows room for differences. Not all demons exist merely to frighten or eat mortals. Some can make for powerful (albeit very dangerous) allies, approaching an adventuring party with offers of mutual assistance. Some portray themselves as misunderstood victims of creation, benevolent advocates of philosophies not intrinsically “bad,” but simply frowned upon by society at large. In the magical world of a fantasy roleplaying campaign, knowing the difference between a silk-voiced demon who legitimately offers unknown pleasures and one who merely wants to feast on your innards is a valuable skill indeed. This book is the first step on that intriguing path of research. For Gamemasters, this tome can mean the difference between a dreary campaign in which demons merely represent a “tougher orc,” and a rich, complex world with a wide variety of demonic influences that will keep players guessing all the while.

On the Nature of Demons

Students of the arcane have cataloged at least as many different forms of demons as layers of the Abyss itself. Complicating matters, demonkind often exhibit numerous physical variants that nonetheless share a common racial lineage. Few adventurers examining the remains of a vulture-headed vrock and an alluring succubus would conclude that both share a heritage, but indeed both are demons, the largest and most politically dominant group in the Abyss.

The qlippoth ruled the first layer of the Abyss long before it became a repository for the souls of chaotic evil mortals (since mortals had not yet been created at the time of their apogee). Though the greatest among them braved the portals leading from the first layer to the realms below, the qlippoth lacked the tenacity required to dominate the plane itself, and their explorations into the heart of the Abyss seldom led to permanent gains. The qlippoth subscribed to a form of evil so profound and primal that few mortals can conceive of their depravity. They initiated great genetic experiments, mixing magic and primitive technology to create dozens of “inferior” races to serve them. Among these servitors were new multiformed demons, and dozens of others besides whose names have been lost to infernal history. The qlippoth meddled little outside the Abyss, preferring to construct a perfect dystopia in isolation on the plane’s uppermost layer. The fantastic ruins of qlippoth foundry-cities litter the gates of the Abyss, forlorn monuments of a civilization destroyed in the final birthing pains of the multiverse. The seeds of qlippoth destruction came in the form of the ghaeles, chaotic good celestials born of idealism and hope. While their lawful-minded kin among the angelic choirs of the Seven Heavens strategized about the issues of temptation presented by the devils of the Nine Hells, the ghaeles focused on the demonic qlippoth as their foes of choice. Under the leadership of their powerful generals, legions of ghaele knights swarmed the Abyss, laying siege to the cities of the Hollow Ones with brutal efficiency. Unused to intrusions from outsiders, the qlippoth were savaged, their great works sundered and their servitors scattered. The qlippoth’s most tenacious slaves fled the ghaele host through gates leading deeper into the Abyss. These demons held out in those treacherous depths for the ensuing centuries, while the ghaeles scoured the first layer in an attempt to completely eradicate the qlippoth. In the meantime, the creation of mortals inevitably led to the dispersion of mortal souls to the Outer Planes, which added further chaos to tumultuous Abyssal battlefields. Eventually, powerful demon princes managed to bend some lower layers to their will, gaining near-godlike powers in the process. Though these grim monarchs warred with each other from the start, their combined power was enough to expel the ghaele intruders and establish the demons as the preeminent power in the Abyss. Worse, these demon princes had interests far beyond the infernal planes. They and their minions ventured into the Material Plane to tempt mortals to chaos and evil, revealing profane multiversal secrets and initiating countless unspeakable intrigues. Remnants of the ancient qlippoth yet endure in hidden pockets of the deepest Abyssal layers, hatching vile plots to take back the mantle of demonic rulership that once was theirs. Demons roam nearly every layer of the Abyss and frequently visit the Material Plane. This volume contains representatives from both the qlippoth and their former slaves (now the masters). Other demonic races exist, but their influence seldom extends beyond a single layer. In the interest of brevity, no examples of these minor races have been included here.

Demon Lords and Princes Each demonic breed contains numerous physical and mental variations. The most powerful transcend the limitations of their original forms to become demon lords or princes. It is unknown precisely how a “standard” demon becomes a lord, though energy derived from mortal souls seems to play an important role in the transformation. Some lords prefer to retain vestiges of their original appearance, but many select a form without parallel in all of the underworld. Less mysterious are the means by which a demon lord becomes a prince. Through arcane magic, warfare, and sheer force of will, some demon lords are able to “tame” a layer of the Abyss. Just as a god commands certain magical and mundane aspects of its home realm, so too can a demon prince shape and control the physical and metaphysical landscape of its personal domain. The greatest demon princes, such as Vaz’zht and Demogorgon, command more than one contiguous layer, though such empire building is extremely rare. Of the 666 catalogued layers of the Abyss, fewer than onethird have been so dominated. Another third form battlegrounds for would-

be princes hoping to gain control, and the rest are so hazardous that even the most appalling demon lords see little in them worth the trouble of conquest. Dominating a layer of the Abyss brings with it a host of benefits. Demon princes need not fear death outside their home plane. If slain on another plane, the demon’s essence returns to its domain and is reformed by the plane itself (usually in a familiar but somewhat different form) within six days. Thereafter, it is barred from returning to the plane of its destruction for a hundred years. While a century might seem a long time for a human or even an elf, most demon princes are willing to bide their time, plotting revenge against their murderer’s progeny. And of course they remain free to send minions or mortal worshipers against their hated enemies from afar.

Gathering Souls A demon prince requires energy to bend a layer of the Abyss to its will and maintain control over it, and it gains this energy from the souls of deceased mortals. Princes engage in two primary means of acquiring souls: sponsoring and harvesting.

Demon Traits

Most demons possess the following traits (unless otherwise noted in a creature’s entry). Immunities (Ex): Demons are immune to electricity and poison.

Volume 1: Armies of the Abyss

Countless centuries ago, the Abyss was dominated by the qlippoth [KLIPawth], shadowy creatures often considered the effluvia of creation. Legends tell that when the Lords of Good created the celestials to serve them, the qlippoth formed as a byproduct, the stuff of metaphysical necessity. Sometimes referred to as the Hollow Ones, the insubstantial qlippoth were always beset by a great hunger they could not quench and a great thirst they could not slake.

Resistances (Ex): Demons have resistance to acid 10, cold 10, and fire 10. Summon Demons (Sp): Many demons can summon other demons much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no demon answers the summons. Summoned creatures automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour. (The percentage chance of success and types of demons available for summoning are listed in individual entries.) Telepathy (Su): Demons can communicate telepathically with any creature, within a certain distance, that has a language. Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.

Qlippoth Traits

Immunities (Ex): Qlippoth are immune to cold, mind-affecting effects, and poison. Resistances (Ex): Qlippoth have resistance to acid 10, electricity 10, and fire 10. Fascination (Su): As a standard action, qlippoth may change their coloration and posture to create a mind-boggling display of shifting colors and forms that overloads the senses, rendering enemies helpless. Anyone within 30 feet who witnesses this effect must make a successful Will save (DC 10 + 1/2 the qlippoth’s Hit Dice + the qlippoth’s Charisma modifier) or be rendered helpless for 2d6 rounds. This is a mind-affecting effect. Potential victims can attempt to avert their eyes by viewing the qlippoth through a mirrored surface, tracking its shadow, or using some similar trick. Each round, such opponents have a 50% chance to not need to make a saving throw against the fascination attack. Opponents who cannot see the creature at all, due to closed eyes, the use of a blindfold, and so on, treat the qlippoth as if it has total concealment. Telepathy (Su): Qlippoth can communicate telepathically with any creature, within a certain distance, that has a language. Except where otherwise noted, qlippoth speak Abyssal, Celestial, and Draconic.

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Volume 1: Armies of the Abyss

Soul sponsoring involves making pacts with mortals. In return for some service, the demon prince lays claim to a mortal’s soul upon that being’s death. Rather than the complicated contracts prepared by their diabolical kin, demons favor a simple approach. When a mortal calls out for a demon’s aid, whether through thaumaturgical rituals (the usual method) or simple entreaty (a far less certain prospect), the prince gazes into the supplicant’s heart. If the offer is in earnest, the bargain is accepted on the spot. If not, the demon ignores it, or sometimes punishes the mortal for wasting its time. The thaumaturge (see Chapter 2: Those Who Serve) is one example of a mortal who has gained tremendous advantage by offering its soul to a prince of the Abyss, albeit at terrible cost. Not all souls find their way into a demon prince’s domain willingly. Though sponsored souls have especial succulence, the sovereigns of the Abyss gain some power from the destruction of souls harvested from the plane’s uppermost layer. Agents of the demon princes, often powerful demon lords in their own right, scour the layer for newly arrived souls, who are “harvested” in great numbers and driven in packs through the many gates leading lower into the Abyss. The screams of these tortured, hunted souls fill the layer’s skies with a grim cacophony, giving the place its most common sobriquet: the Howling Threshold. Most souls given to demon princes are utterly destroyed and can never return to the world of the living (this process can take from a moment to several years’ time, depending upon the disposition and methods of the prince in question). Some souls, however, achieve positions of power within a prince’s hierarchy, acting as knowledgeable advisors, trusted guards, or lowly slaves. Some princes admire the souls of particularly devout followers or extremely debased individuals and allow them to exist for eternity. Others keep souls merely to provide entertainment in the form of tortured screams that never end. Many seem to make such determinations purely at random. For some mortals, living forever in the service of a demon prince is more exciting and alluring than mortal life ever could have been. Others receive only horrific tortures, and so suffer the final justice that they eluded in life.

The Howling Threshold

The souls of sentient creatures who lived according to the tenets of chaos and evil (intentionally or otherwise) pass on to the Howling Threshold upon the moment of death. Soulforms usually appear much as the mortal did in life, although painted with a diseased brush. Such souls initially remember little of their previous existence, finding themselves thrust into a dangerous, hostile terrain with little more power than the average mortal commoner. Great archwizards, vain kings, and vengeful slaves finally reach equality in the afterlife, each as powerless as the next to control its own destiny or to avoid the seemingly limitless number of demons who hunt them for food or for the machinations of distant masters. Some souls manage to survive as fugitives on the Howling Threshold for years, gaining powers and abilities just as they did in their previous lives. As the months pass, they begin to recall more and more of their former existence, perhaps remembering the name and face of their murderer and pining for final revenge. Their very existence, however, is predicated on the nature of the Abyss itself. They can never leave, consigned for all eternity to a plane designed to destroy them utterly. If killed in any way, these souls are eradicated forever. As might be expected, souls that survive more than a year on the Howling Threshold are hardened by the experience. They’ve learned to trust no one but themselves and have killed more than their share of demons. Rarely, groups of survivors band together to form nomadic communities, occasionally inhabiting abandoned caves or the ruined outposts of longforgotten demon lords. The only significant, long-standing independent soul enclave is the cyclopean city of Amalrehtan, abandoned by the qlippoth at the height of the war against the ghaeles.

8

Situated near the center of the layer, Amalrehtan sports hundreds of partially ruined towers, great bulbous domes, and mostly destroyed genetic foundries. Demons avoid the city and its extensive dungeons, which occasionally belch forth aeons-old horrors that savage any foolish enough to let down their guards for even a moment. Because most Abyssal creatures shun it, Amalrehtan has become a haven for travelers from other planes, including the Material, and rumors tell of great marketplaces filled with transplanar lore and treasure unavailable anywhere else in the multiverse.

Though soulforms make up the majority of the Howling Threshold’s populace, the place is rightly feared for its demonic inhabitants. Millions of demons fly its turbid skies and roam its vast plains. Most of these creatures serve no master, feasting upon souls simply because it gives them pleasure to do so. Countless demons live out near-immortal lifespans with goals no more complicated than killing, eating, and fornicating (sometimes all with the same victim). Thousands of demon lords live in vaunted fortresses spaced irregularly throughout the layer, commanding infernal armies in their quest to corrupt the mortal world or establish themselves as princes in the lower Abyss. These beings include the diseased Ahazu the Seizer, calculating Aldinach of the Thirty-Three Terrors, desiccated Baltazo the Pitiless, and the errant lord Laraie of the Unerring Bow. In addition to independent demon lords, unique, powerful nobles in service to demon princes roam the plains of the Howling Threshold, seeking captives for their dread masters. These beings and the countless servitor creatures that aid them gather huge groups of souls, prodding them toward the conduits that lead to the realms below. These portals are heavily fortified for miles around and are known as Harvest Gates by demons and souls alike. Few captives who are thrust into these grim passages ever emerge to tell the tale of their travels. Some Harvest Gates lead to the personal domains of demon princes such as Demogorgon or Abraxas, but just as many open to vistas of indescribable horror untamable by even the fiercest demonic lord. Certain self-described scholars in the city of Amalrehtan claim to have cataloged the known Harvest Gates, but whether or not they can be trusted, and what they charge for such information, is a matter of rank speculation.

The Lower Layers Nowhere is it more apparent that evil has many forms than in the lower realms of the Abyss. Some layers present alien landscapes rife with malevolent vegetation and even more harmful inhabitants. Others contain no atmosphere, or air crackling with poisonous fire that consumes all who breathe it. Certain layers seem to be sentient creatures in and of themselves. Simply choosing a gate at random and wandering to some unknown lower layer is as good a form of suicide as any available across the Outer Planes. Ironically, the safest layers are often those dominated by a particular demon prince, as these nobles must force their realms to be hospitable enough for their legions of demonic followers and soulform chattel. Details on the home layer or layers of more than twenty demon princes can be found in Chapter 3: Those Who Rule.

Demons and the Material Plane Demons haunt the dark corners of the Material Plane (sometimes called the Prime). They are often tasked to guard a site of great power or summoned via a gate, planar ally, or planar binding spell and left to wander after their original purpose has been fulfilled. Most demons have a love-hate relationship with the mortal realm. They delight in scaring, torturing, and corrupting mortals, but many have a difficult time adapting to its social mores and inherent lawfulness (from their decidedly relative point of view). Rare is the demon who can live in seclusion in a mortal city for any length of time without giving in to its base desires. Only the most disciplined, on a specific task for a demon lord or prince, or those specifically created to tempt mortals to wickedness (such as succubi and incubi) can remain on the Material without great psychological strain. Happily for them, most demons visit the mortal world but briefly. They respond to a summon monster spell, kill the enemies of their summoner, and return home to the welcome chaos of the treacherous Abyss.

Customizing Your Demons

Armies of the Abyss presents the weakest and most common specimen of each demon. With a few notable exceptions, the demons in this book have a CR of 20 or lower. Each entry contains an advancement range, which you can use as a guide to making more powerful versions. This book also contains some examples of demon lords who already are quite powerful. Each has a few magic items listed, most commonly weapons and items of protection. As powerful entities, however, these demons have access to virtually unlimited magical stores, so you should customize them for your campaign before unleashing them on your players. Resist the urge to throw a demon lord against the party as a one-off encounter—defeating such an opponent should form the cornerstone of a campaign, and with careful preparation your players will be talking about their hard-earned victory for years to come.

An injured young girl whimpers in the fetid waters of an abandoned well. A calumnious traitor stares through a barred window at the forlorn rope dangling from a makeshift gibbet erected just for him. A power-hungry politician eyes the exposed back of a well-regarded superior, itching equally for a weapon and an alibi.

or increase their standing in the Abyssal underworld. Some gain power from consuming or annihilating them, while others draft the spirits of evildoers into unthinkably huge armies. While the gods rarely intervene in the affairs of worshipers, demon princes keep one ear open to the Material Plane at all times, for it offers the most savory soulstuff.

When the aloof gods remain impassive to appeals for help or guidance, the desperate and ambitious turn their pleas to the demon princes of the Abyss. Unlike deities, who maintain their metaphysical status through complex, occluded means, demon princes derive vigor through corrupting mortal souls. All demon princes require souls, whether sworn or consigned, to preserve

The thaumaturge is a new character class that exploits the relationship between mortals and the princes of the Abyss. While it is a natural for evil cult leaders and dastardly villains, it also works for player characters—even though all demon princes are chaotic evil, some of their followers are more altruistic and can function with most adventuring parties.

The Thaumaturge Class Perceptive mortals benefit from the demons’ need by offering their own immortal souls in exchange for enhanced powers in the mortal realm. Rarely, such exchanges are made in the heat of the moment—a desperate plea, often to no one in particular, that finds its way to the ears of an understanding demon prince. More often, the path of the thaumaturge begins with rigorous study of how best to draw the attention of an infernal lord and ends with a supplication to a specific being according to ancient traditions and lore. Not all demons are rapacious, thoughtless avatars of destruction and mayhem. Accordingly, thaumaturges differ widely in nature, from kind and patient to domineering and merciless. Neutral thaumaturges are pragmatic, judging the enormous benefits granted to them in life to outweigh the threat of eternal damnation that might await them upon death. Some believe they eventually will discover a method of outsmarting their demonic patron, but just as many hope to so impress him or her that they will be elevated to a place of prominence immediately upon death. No one can guess at the motives of an evil thaumaturge. A good number are accurately described as psychopaths. All covet power over all else, and are willing to cut moral corners (and often mortal throats) to achieve a position of honor and importance in the material world.

Adventures

Thaumaturges adventure for a variety of reasons, often informed by the motivations of their patron demon prince. Some acquire wealth, magical lore, and prestige in an attempt to impress or ultimately defeat their master, while others visit strange cities and far-off lands to undermine religious authority and spread the reputation of their fell lord. In youth, many wouldbe thaumaturges lust for magical power, but they often manifest a desire for political power as they grow older; adventuring is one of the few methods of propelling a member of any social class into the upper echelons of society. Elderly, more experienced thaumaturges often adventure to gain the secret of prolonging their lives through lichdom, cheating their patron demon of its prize by refusing to die at all.

Characteristics

Thaumaturges cast divine spells much as clerics do, though they get their spells from dealing with Abyssal patrons rather than gods. Like wizards and sorcerers, they may attract familiars. The chaos-soaked magic granted to them tends to corrupt thaumaturges as they become more familiar with it, warping their bodies and minds in unpredictable ways. Even the least experienced

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Chapter Two: Those Who Serve

thaumaturge has some minor sign of corruption, from a strange mole to a tiny, completely insensitive spot to a third nipple for suckling familiars.

Alignment

Thaumaturges serve unspeakably evil beings decried as anathema by reasonable, good religions everywhere. (A world that regularly endures attacks from such intrinsically wicked creatures allows for little moral relativism.) Though they need not be evil, no thaumaturges may be of good alignment. The unpredictable, irrational nature of Abyssal nobility is alien to those of lawful mindset. They simply cannot process the terrible rituals needed to invoke the power of a demon prince. Thus, lawful characters may not be thaumaturges. Since they have chosen to serve creatures of evil and of chaos (even if they themselves do not subscribe to such a rigid ethos), thaumaturges cannot choose the “true” neutral alignment. They may be chaotic neutral or neutral evil, however.

Religion

Though many thaumaturges pay lip service to the gods, most disdain the path of the divine as prostrating oneself before absent, uncaring patrons. Thaumaturges prefer to look into the eyes of a demon rather than guess at the motivations of an all-too-distant deity. They consider themselves the equals—or even betters—of their demonic patrons. Accordingly, clerics (even chaotic evil ones) tend to view thaumaturges as dangerous cheats who have subverted the traditional means of channeling divine power for purely selfish, wicked motives. In some kingdoms, clerics lead vicious pogroms against them; whole village populations have been tied to stakes and burned in attempts to flush out a single thaumaturge.

Background

Some choose the path of the thaumaturge out of despair, pleading their hopeless case before a demon prince to save their lives, families, wealth, or something else of great value to them. Others swear fealty to the lords of the Abyss after careful consideration and long years of study, weighing the value of the powers gained against the measure of their mortal soul and finding the bargain more than worth the price. Either way, all thaumaturges are bound in a terrible pact that, while offering a great deal of power in the short term, eventually consumes them completely, as their souls fuel the power and dominion of their chosen Abyssal sovereign.

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All thaumaturges display some form of unusual behavior that makes them stand out from the average member of society. They have a presence that makes others take notice of (and often fear) them. Thaumaturges seldom cooperate with one another, as all have very forceful personalities. Demons do make alliances among themselves, despite their vile natures, so thaumaturges sworn to allied demon princes can get along, if grudgingly.

Races

Most of the thaumaturgical art derives from the work of human mystics, who ages ago were the first to pierce the planar boundaries leading to the Abyss. Human cities provide the easiest source of further converts, sacrifices, and secret meeting places, solidifying the race’s predominance among thaumaturges. Half-elves and half-orcs, who live on the periphery of human society, make up a significant percentage of thaumaturges as well. Very few elves, halflings, or gnomes choose the dark path, preferring to devote themselves to gods who further their race or assist with the specific challenges encountered by their kin. Dwarves, slightly more inclined toward law than the other common races, abhor the art of the thaumaturge and seldom tolerate the company of those they know to honor princes of the Abyss. Life is cheap among the savage races. Considering the rampant brutality among orcs, dark elves and the like, thaumaturgy is popular alternative to the fickle blessings of their unwholesome gods, as demons abide by the confines of the agreement. The expense of a soul is of little consequence to the immediate acquisition of power. Consequently, almost every race with a propensity for chaos and evil can count thaumaturges among their numbers.

Other Classes

A thaumaturge works well with fighters and barbarians, which he often manipulates as living shields to protect him or his familiar. Most thaumaturges are intrigued by arcane spellcasters (leading many to multiclass as sorcerers), who for their part enjoy the insight a thaumaturge can bring to discussions of magical theory and practice. Only chaotic evil clerics might interact with thaumaturges, though they tend to resent them. Interactions between thaumaturges and paladins usually end in puddles of blood.

Starting Gold 1st-level thaumaturges receive 3d4 x 10 (average 75) gold pieces upon character creation.

Game Rule Information Thaumaturges have the following game statistics.

Abilities: Charisma determines how powerful a spell a thaumaturge can cast, how many spells the thaumaturge can cast per day, and how hard those spells are to resist. High Constitution and Dexterity scores enhance the thaumaturge’s relatively weak saving throws, whereas a high Intelligence score helps a thaumaturge learn and retain knowledge regarding the Abyss and its inhabitants. Alignment: Chaotic neutral, neutral evil, or chaotic evil. Hit Die: d6.

Class Skills The thaumaturge’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4: Skills of the PHB for skill descriptions. Domains and Class Skills: A thaumaturge who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the above class skills. A thaumaturge who chooses the Knowledge domain adds all Knowledge (Int) skills as class skills. A thaumaturge who chooses the Travel domain adds Survival (Wis) as a class skill. A thaumaturge who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) as class skills. See Demonic Patron, Domains, and Domain Spells, below, for more information. Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier.

Class Features All of the following are class features of the thaumaturge.

Weapon and Armor Proficiency Thaumaturges are proficient with all simple weapons plus the rapier. They are not proficient with any type of armor or with shields. Some demon princes have favored weapons, and many thaumaturges consider it a point of pride to wield the chosen weapon of their patron. A thaumaturge whose patron’s favored weapon is a martial weapon and who chooses War as a domain receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. See Chapter 5: Feats in the PHB for more information.

Spells 10

A thaumaturge casts divine spells according to Table 2–1: The Thaumaturge. A thaumaturge may prepare and cast any spell on the cleric spell list (see the PHB), provided he can cast spells of that level. Like any other caster of divine spells, the thaumaturge’s

To prepare or cast a spell, a thaumaturge must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class of a saving throw against a thaumaturge’s spell is 10 + the spell’s level + the thaumaturge’s Charisma modifier. A thaumaturge gets bonus spells based on Charisma.

domains. You can only select a demon prince’s alignment domain (Chaos or Evil) if your thaumaturge’s alignment matches that domain. Each domain gives your thaumaturge access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your thaumaturge gets the granted power of all the domains selected. With access to two domain spells at a given spell level, a thaumaturge prepares one or the other each day. If a domain spell is not on the cleric spell list, a thaumaturge can only prepare it in his domain slot. Domain spells and granted powers are detailed in Chapter 11: Spells of the PHB. Additional domains and granted powers can be found starting on page 17.

Thaumaturges do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they participate in a daily ritual known as an obedience, a short ceremony required of them by their Abyssal patron. The obedience takes one hour to perform. At the end of the ceremony, the thaumaturge receives his full daily complement of spells. Time spent resting has no effect on whether a thaumaturge can prepare spells, though he cannot replenish his spell allotment until 24 hours have passed since he last began his obedience ritual.

Chaotic, Evil, Good, and Lawful Spells

In addition to his standard spells, a thaumaturge receives one domain spell for each spell level he can cast, starting at 1st. When a thaumaturge prepares a domain spell, it must come from one of his two chosen domains (see below for details).

In addition to the bonus languages available to a thaumaturge according to the rules for his race, all thaumaturges may learn Abyssal, the language of demons.

Demonic Patrons, Domains, and Domain Spells Choose a demonic patron for your thaumaturge. A list of thirty-one available patrons appears in Table 2–2: Demonic Patrons. A thaumaturge’s chosen patron determines his motivations, ambitions, and the details of his obedience ritual. Refer to Chapter 3: Those Who Rule for complete details on most of these demon princes.

The agreement that grants the thaumaturge his power also binds his soul to the fate of his chosen patron. Upon death, the thaumaturge’s soul travels to the home layer of that demon prince (regardless of whether or not the thaumaturge is himself chaotic evil). Only resurrection or true resurrection can return the soul to its mortal host, but barring such magic, the thaumaturge serves forever at the whim of his Abyssal lord. The soul might be consumed or destroyed, or even elevated to a position of respect and power (though always, of course, subservient to the demon prince). However, it is never released for any reason.

When you have chosen a patron and an alignment for your thaumaturge, choose two from among the patron’s domains for your thaumaturge’s

Finally, soulbound characters always detect as evil, regardless of their actual alignment. The only way to change this aura is through magic.

A thaumaturge cannot cast spells of an alignment opposed to his own or to his chosen patron’s (always chaotic evil).

Bonus Language Soulbound

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alignment restricts him from casting certain spells opposed to his immoral or unethical beliefs. A thaumaturge cannot cast spells of an alignment opposed to his or to that of his patron’s. For example, a chaotic thaumaturge cannot cast lawful spells. Recall spells associated with particular alignments are indicated by the appropriate descriptor (see Chapter 11: Spells in the PHB for details).

Table 2-2: Demonic Patrons Patron Abaddon Abraxas Anarazel Arachnadia Astaroth Azazel Azidahaka Baphomet Behemoth Decarabia Demogorgon Eligor Flauros Gamigin Haagenti Ipos Kostchtchie Lord of Many Forms Marbas Orcus Nocticula Pazuzu Raum Sabnach Seere Shax Socothbenoth Vaz’zht Vepar Yughooragh Zhar’Ub-Luur

Domains

Typical Worshipers

Catastrophe, Chaos, Death, Evil Chaos, Evil, Knowledge, Magic, Protection Chaos, Evil, Earth, Fear Chaos, Destruction, Evil, Trickery Chaos, Evil, Knowledge, Prophecy Animal, Chaos, Disease, Evil Chaos, Evil, Fear, Pain Chaos, Evil, Strength, Protection Animal, Chaos, Evil, Strength Air, Chaos, Evil, Subterfuge Chaos, Evil, Fear, Pain Chaos, Evil, Knowledge, War Chaos, Evil, Fire, Sun Chaos, Death, Evil, Knowledge Change, Chaos, Earth, Evil Chaos, Eloquence, Evil, Trickery Chaos, Crippling, Evil, Strength Change, Chaos, Evil, Pain Change, Chaos, Disease, Evil Chaos, Death, Destruction, Evil Chaos, Evil, Healing, Luck, Plant Air, Animal, Chaos, Evil Catastrophe, Chaos, Evil, Prophecy Chaos, Disease, Evil, Protection Chaos, Evil, Knowledge, Travel Chaos, Crippling, Evil, Subterfuge Chaos, Evil, Pleasure, Trickery Chaos, Eloquence, Evil, Subterfuge Chaos, Evil, Travel, Water Animal, Chaos, Death, Evil Chaos, Eloquence, Evil, Trickery

Nihilists, fatalists Paranoids, arcane spellcasters Adventurers, the foolhardy Dark elves, poisoners Prophets, scholars, librarians The betrayed, the condemned, prisoners, the downtrodden Torturers, psychopaths, murderers Guardians, minotaurs Gluttons, the morbidly obese Spies, those obsessed with flight, bird-lovers Despots, dictators Cowardly knights, knaves, jealous warriors Arsonists Morticians, those obsessed with death Alchemists, surgeons, the greedy Actors, dilettantes, those posing as something they are not Brutes living in cold lands The wildly insane The diseased and disease-obsessed Necromancers, necrophiles Rural women, free-thinkers Winged predators Prophets The besieged, besiegers, masons, architects Travelers, anarchists, caravaneers Murderous dilettantes, street surgeons, murderers Whores, pimps, the sex-obsessed Calculating leaders, spies Sailors, fishers, survivors of ocean catastrophes Scavengers, gnolls Liars, politicians

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Table 2-1: The Thaumaturge Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special

0

Lesser corruption, soulbound Summon familiar

3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6

Lesser corruption Instant summons Lesser corruption Instant summons Lesser corruption Instant summons Greater corruption

Greater corruption, instant summons

1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1

— — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1

— — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1

— — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1

— — — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1

— — — — — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1

— — — — — — — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1

— — — — — — — — — — — — — — 1+1 2+1 2+1 3+1 3+1 4+1

— — — — — — — — — — — — — — — — 1+1 2+1 3+1 4+1

*In addition to the stated number of spells per day for 1st- through 9th-level spells, a thaumaturge gets a domain spell for each spell level, starting at 1st. The “+1” on this list represents that spell. These spells are in addition to any bonus spells for having a high Charisma.

Instant Summoning (cont’d)

Familiar At 2nd-level, a thaumaturge can summon a familiar in exactly the same way as a sorcerer or wizard, as explained in Chapter 3: Classes of the PHB. Thaumaturges wishing for a more powerful familiar may select the Abyssal Familiar feat detailed at the end of this chapter, or the Improved Familiar feat as detailed in the DMG.

Corruptions (Ex) At 1st, 4th and every 4 levels thereafter, the thaumaturge’s exposure to the chaos energy powering his magic alters his body in a random corruption (a physical mutation). At the earlier levels, the corruptions are minor, taking the form of insignificant changes affecting the characters appearance or performance. At higher levels, starting at 16th level and continuing every four levels, the thaumaturge gains a greater corruption, some random, but major, physical transformation. Regardless of whether the corruption is one of the lesser or greater variety, roll d% and consult the appropriate chart on Table 2–3: Corruptions, applying the result to your character.

Instant Summons (Su) Thaumaturges are masters at calling up the denizens of the Abyss to do their bidding. Once per day, per five levels in this class, the thaumaturge can cast a prepared summon monster of a level he can normally cast, as a free action. Monsters conjured this way must be of the following types. If you are not using the Unholy Warrior’s Handbook (which contains the demonic template), replace all instances of the demonic with fiendish (chaotic, evil).

Instant Summoning 1st Level Demonic hawk Demonic monstrous spider, Small Demonic octopus Demonic snake, Small viper

2nd Level Demonic monstrous spider, Medium Demonic snake, Medium viper

12

-----------------Spells per Day*---------------1 2 3 4 5 6 7 8 9

3rd Level Demonic crocodile Dretch Demonic snake, Large viper Demonic wolverine Schir

4th Level Demonic monstrous spider, Large Demonic snake, Huge viper Skulldugger

5th Level Demonic dire wolverine Demonic giant crocodile Demonic tiger

6th Level Demonic elasmosaurus Demonic monstrous spider, Huge Demonic snake, giant constrictor

7th Level Babau Demonic giant octopus Demonic girallon

8th Level Demonic dire tiger Demonic monstrous spider, Gargantuan Demonic tyrannosaurus Vrock

9th Level Bebilith Demonic monstrous spider, Colossal Hezrou Locust demon

A thaumaturge who grossly violates the code of conduct expected by his patron (generally acting against the patron’s plans or showing a propensity toward law or goodness) loses all spells and class features and cannot gain levels as a thaumaturge until he atones (see the spell atonement for more details). Once a thaumaturge has sworn his soul to a patron demon, no other demon will sponsor him. Thaumaturges may not “switch” patrons. Any thaumaturge who gains divine power from a deity (such as adding a cleric level as a multiclass) becomes an ex-thaumaturge and cannot regain his old abilities in any way. Demon princes, however, have no compunction about enforcing the surrender of the ex-thaumaturge’s soul.

Epic Thaumaturge Epic thaumaturges are fearsome demonologists, capable of commanding all manners of terrible and horrific entities from the Abyss, ensuring his favored or doomed placement when condemned to an eternity of perdition. Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The thaumaturge’s caster level is equal to his class level. The thaumaturge’s number of spells per day does not increase after 20th level. Familiar: The epic thaumaturge’s familiar continues to increase in power as the thaumaturge advances. See the Epic Wizard in the DMG for details on how epic levels affects the features of the thaumaturge’s familiar. Greater Corruptions: Thaumaturges continue to undergo corruptions as the advance beyond 20th level. Every four levels beyond 20th, the thaumaturge gains an additional roll on Table 2-3: Corruptions. Instant Summons: Thaumaturges gain an additional instant summon per day every five levels higher than 20th (25th, 30th and so on). Bonus Feats: The epic thaumaturge gains a bonus feat every four levels higher than 20th (24th, 28th, and so on).

Thaumaturge Archetypes

Though the reasons why someone might choose to become a thaumaturge are as varied as the layers of the Abyss itself, several personality types and backgrounds lend themselves particularly well to the left-hand path. Players looking to flesh out their character’s past or GMs developing thaumaturge villains for their campaign might consider some of the following thaumaturge archetypes.

The Anarchist Far more dedicated to chaos than to evil, the anarchist comes to demonology because demons represent the ultimate in chaos, the epitome of the antiestablishment. An anarchist thaumaturge might use his powers to undermine the local governmental authority, embarrassing the nobility and making those in power appear petty and vain by revealing them as self-interested cowards.

An anarchist probably has few compunctions about killing in order to further the cause of dissent and anarchy. Just as a too-tall stack of glass plates tempts a child to destruction, so too does a lawful society tempt the anarchist into harmful action. Anarchists enjoy their work, seeing it as their personal mission to upset the status quo.

The Blasphemer In a world in which the gods are demonstrably real, perhaps those who choose to ridicule and scorn true deities are the bravest souls of all. Often intellectuals, they admit the gods are powerful beings but dispute their divinity or right to be worshiped. Blasphemers revel in pointing out the hypocrisies of official church doctrine or the hokiness of time-honored religious practices, hoping to discredit the notion of gods as beings worthy of respect and terrestrial religion as something that deserves any serious attention at all. Blasphemers might conduct parodies of popular religious ceremonies, mocking the faithful through humorous though hurtful barbs. At the worst, they actively work to subvert divine religions, spreading doubt through the populace and undermining morality, which only helps to feed the ever-hungry Abyss.

The Desperate Often, a thaumaturge enters a relationship with a demon prince because he has no other choice. Perhaps to avoid death, the loss of property, or harm to himself or those he cares about, he came to the demon prince because no one else would help him. Now aware of his mistaken judgment and the terrible price he must eventually pay, a desperate thaumaturge might tend toward sullenness, regretting the past and falling into a sort of numb acceptance of the present, and ultimately of the final future. Still, even folk with the best of intentions appreciate a little power now and again, so the desperate thaumaturge eventually learns to accept his fate. However haltingly, he progresses in the thaumaturgical arts simply because it propels him ever forward to his final reckoning, the only thing about which he can be absolutely sure in a world controlled by chaos.

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Ex-Thaumaturges

The Power-Grubber Most thaumaturges chose their path because they wanted power regardless of the price. Brazen social and political climbers, the power-grubber thaumaturge steps on whomever he can to further his own lot in life. He’ll kill and betray whomever he must betray to ensure that his own everexpanding goals are met. No form of magic is too profane, no taboo too exotic for his tastes, provided it is a means to the end of advancement.

The Sociopath And then there are the crazies. These wretched dregs of society—the murderers, rapists, child abductors, and worse—populate the world’s most depressing corners. Such individuals measure time as the space between victims, gaining satisfaction or perhaps a moment’s respite or control from killing or violating others. Certainly some such folk were created by their environments, unintentionally trained into a life of horrible violence due to years of abuse or neglect. Others, on the other hand, clearly know right from wrong, and choose wrong simply because it gets them off. These are the most dangerous, unpredictable thaumaturges, and the poisoned blood that runs through their body is like ambrosia to the debased princes of the infinite Abyss.

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Corruptions Roll d% to determine how your thaumaturge’s immersion in chaos magic has corrupted his body. You cannot modify this roll. Most corruptions carry a benefit and a drawback, often accompanied by cosmetic mutations. All bonuses or penalties derived from this table are profane and are cumulative with each other and with other sorts of bonuses. Corruptions can be acquired multiple times, unless noted in the description. In case where the where they cannot be reacquired, reroll duplicated corruptions. Corruptions cannot be removed in any way short of a miracle, wish, or divine intervention. Demon princes consider these to be badges of honor, and any thaumaturge who willingly acts to rid himself of a corruption instantly becomes an ex-thaumaturge.

Table 2-3a: Lesser Corruptions d% Roll

Effect

01–05

Raspy Voice: Your voice becomes harsh and unpleasant, enhancing your fearsome presence. You gain a +3 bonus on all Intimidate checks, but you suffer a –3 penalty on all Perform (oratory or sing) checks. Club Foot: One of your feet becomes badly deformed, the arch rising and ultimately buckling with the ankle turned inward, making walking extremely difficult. Reduce your base speed by 5 feet. Despite the difficulty in walking, you have developed ways to compensate, gaining a +2 bonus on Climb and Swim checks. You can get this corruption for as many times as you have feet. Reroll future instances. Fangs: Your canines and incisors sharpen slightly, giving you a more fearsome appearance. You gain a +3 bonus on all Intimidate checks, but suffer a –3 penalty on Diplomacy checks when interacting with good NPCs. Each time you gain this corruption, your fangs grow longer. Milky Eye: One of your eyes becomes clouded and milky. You take a –2 penalty on Search and Spot checks, but each time you gain this corruption you gain Blindsight 10 ft. You may gain this corruption as many times as you have eyes. If all eyes become corrupted, you are completely blind. Roll again for a different corruption if you are already blind. Lose All Hair: Your exposure to chaos magic has caused all of your hair to fall out. It never regrows. You cannot gain this corruption twice. Vestigial Horns: A pair of small horns grows from your forehead, giving you a demonic appearance. You suffer a –2 penalty on all Diplomacy checks when interacting with good creatures, and gain a +2 bonus on all Charisma checks when interacting with evil outsiders. Each time you gain this corruption, the horns grow a bit longer. Fingernails Fall Out: Your fingernails fall from your fingers, leaving behind tender flesh that never fully hardens. The affliction will remain a minor inconvenience for the rest of your life. You cannot gain this corruption twice. Unpleasant Odor: Your body emits a rank, pungent odor that can be masked only by the sweetest perfumes. You suffer a –2 penalty on all Diplomacy, Gather Information, and Handle Animal checks. However, your stink is so profound, living creatures with Scent suffer a –1 penalty on attack rolls and will not use bite attacks against you. You can only gain this corruption once. Forked Tongue: Your tongue is forked. You gain a +3 bonus on all Bluff and Diplomacy checks, but you are uncomfortable in temperatures less than 50º F, suffering a –2 penalty on all attacks, saves and checks while so exposed. You can only gain this corruption once. Splotchy Skin: Your skin develops unsightly splotches of bright red rash from head to toe. You suffer a –3 penalty on all Diplomacy and Gather Information checks. However, the splotches move and alter shade as your emotions change, providing a +3 bonus on Intimidate checks. Irises of Fire: Your irises glow with a faint red radiance, granting you a +3 bonus on all Intimidate checks, but suffer a –2 penalty on Diplomacy checks. Unsettling Presence: The taint of chaos has grown so strong in you that animals have trouble controlling themselves in your presence. All animals within 30 feet of you must make a successful Will save (DC 10 + one-half your Hit Dice + your Charisma modifier) or become hostile (see NPC Attitudes in the PHB). In addition, you also gain a +3 bonus on Intimidate checks. Spine Ridges: The vertebrae in your spine become slightly spiky, giving your back a ridged contour and improving your natural armor bonus by +1. However, you lose some of your agility, suffering a –2 penalty on all skill checks normally affected by Armor Check Penalties, such as Balance, Jump, Tumble and so on. Unseemly Girth: You instantly gain 100 pounds of body fat and +3 hit points. In exchange for the increase weight, you suffer a –1 Dodge penalty to AC. You can gain this corruption any number of times. Pointed Ears: Your ears become elongated and jagged, growing to about twice as long as those of the average elf. Gain a +3 bonus on Listen checks in exchange for a –3 penalty to Concentration checks. Terrible Breath: Something within you has become very, very rotten, and it makes itself known every time you open your mouth. You suffer a –2 penalty on all Bluff and Diplomacy checks, but you may belch a wad of hideous phlegm that you can spit once per day to a range of twenty feet (no range increment) as a ranged touch attack. If you succeed, and the target is living, the target must succeed a Fortitude save against a DC 10 + one-half your thaumaturge levels + your Con modifier, or be nauseated for 1d4 rounds. You can only gain this corruption once. Tail Spur: A fleshy growth about 2 inches long and 1 inch thick emerges from the base of your spine. When riding without using a special custom-made saddle, you suffer a –3 penalty to all Ride checks, but gain a +3 bonus on Balance checks. Each time you gain this corruption, your tail grows six inches longer. Webbed Fingers: Your hands grow a thin film of skin between each finger and thumb, granting you a +4 bonus on Swim checks. However, due to an excess of flesh, you can no longer wear rings. Shifty Eyes: You have extraordinary trouble focusing your eyes for longer than a moment, giving others the impression that you are untrustworthy. You suffer a –3 penalty on Diplomacy checks, but gain a +3 bonus on Spot checks Roll Twice: Ignore future results of 96–97. Roll Twice: Once on this table and once on the Knight of Bedlam table in the Unholy Warrior’s Handbook. If you do not use the Unholy Warrior’s Handbook, roll twice on this table. Greater Corruption: Roll on the Greater Corruptions table No Corruption: Somehow, your body has managed to stave off the corrupting influence of chaos—for now.

06–10

11–15 16–20 21–25 26–30 31–35 36–40

41–45 46–50 51–55 56–60 61–65 66–70 71–75 76–80

81–85 86–90 91–95 96–97 98 99 00

14

d% Roll

Effect

01–10

Bestial Snout: Your nose twists and warps wildly, taking on an animalistic appearance. You gain the scent special quality, as described in the MM, but suffer a –3 penalty on saves against inhaled poisons and diseases. Cloven Foot: Your toes curl into the sole of your foot, which hardens into a cloven hoof. You can no longer wear boots of any kind, but you gain a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground. You can gain this corruption as many times as you have feet. Should all of your feet become cloven, you may wear magical horseshoes. Forked Tail: You gain a fiendishly barbed tail. It’s relatively easy to conceal the tail by dressing carefully. If it is exposed, you suffer a –2 penalty on Bluff and Diplomacy checks and a +2 bonus to Intimidate checks against opponents who are superstitious about demons and their ilk. Melted Eye: One of your eyes liquefies and completely melts, leaving behind a fleshy empty socket. You suffer a –3 penalty on all Charisma, Search and Spot checks, but gain Blindsight 20 ft. You can gain this corruption as many times as you have eyes. If all of your eyes have been corrupted, you are completely blind. Third Eye: You develop a third eye, situated in the middle of your forehead. You gain a +4 bonus on Search and Spot checks, but the Attitude (see PHB) of any good-aligned NPCs you deal with worsens by one step as soon as they see your third eye. You can only gain this corruption once. Mark of the Beast: A large birthmark appears in a prominent location on your body, such as on your face or hands, that marks you as an agent of the Abyss. Clerics of lawful or good gods recognize the mark as anathema, and never will willingly aid you for any reason so long as they know about the mark. You gain a +6 bonus on Diplomacy checks made when interacting with chaotic evil creatures aware of the mark. You can only gain this corruption once. Scaly Skin: Your skin grows a thin layer of transparent scales. You gain a +2 natural armor bonus to AC. Tears of Blood: You no longer weep ordinary tears. Instead, stinging blood flows from your tear ducts. These tears are poison to good outsiders. If an outsider is damaged by a weapon coated in your tears, they must succeed a Will save against a DC equal to 10 + one-half you thaumaturge levels + your Cha modifier, or take 1d4 points of Charisma damage. You can only gain this corruption once. Appetite Loss: You lose the ability to eat and process foods or drink liquids, sustained only through a supernatural link to your demonic patron. Should something sever this link, you immediately begin to starve. You also become immune to ingested poisons. You can only gain this corruption once. Cursed Progeny: Your obsession with chaos has so warped your body that it now passes on to future generations. Your sexual fluid becomes ice cold to the touch. Any child sired or birthed by you gains the half-fiend template. You can only gain this corruption once. No Corruption: Somehow, your body has managed to stave off the corrupting influence of chaos—for now.

11–20 21–30 31–40 41–50 51–60

61–70 71–80

81–90 91–95 96–00

New Thaumaturge Feats

Table 2-4: Abyssal Familiars

The following special feats are available only to thaumaturge characters.

Abyssal Familiar (Special) Prerequisites: Improved Familiar feat, at least one corruption, 9th level or higher.



Use either the master or the familiar’s base attack bonus, whichever is higher. Use the greater of the familiar’s Strength or Dexterity modifier to get the familiar’s melee attack bonus with natural attacks. Base damage is that of a normal creature of the familiar’s type.



The familiar has all the special attacks, special qualities, base saving throws (unless the master’s are better), and skills of its kind.



Some Abyssal familiars grant special abilities to their master. Such abilities are noted in brackets on the following table.

Special

Black dog (see Dog in the MM)

Master gains a +2 bonus to Will saves — Apply the demonic1 or fiendish template to any standard familiar, such as a fiendish rat or fiendish hawk Master gains a +2 bonus to Fortitude saves — — —

Giant bee

Benefit: You may choose from the special list of familiars presented below, regardless of your character level. You and the Abyssal familiar share a magical bond, as with a normal familiar, and the creature follows all general rules for familiars as presented in the PHB, with the following exceptions. If you have a familiar at the time you would call your abyssal familiar, the new familiar spawns from inside your old one, killing it in a spectacularly gruesome manner. Losing your original familiar in this fashion does not penalize your character as normal for losing a familiar. The familiar uses the statistics for a normal creature of its type (as presented in the MM or in Chapter 4: Creatures of the Abyss), and has either one-half the master’s total hit points or the creature’s normal total, whichever is higher.

Familiar

Boar Demonic (or fiendish) familiar

You may call a special creature, affiliated with the dark powers, to serve as your familiar.



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Table 2-3b: Greater Corruptions

Giant praying mantis Giant wasp Mandragoras (see page 59) Demonic (or fiendish) Monstrous spider (Medium) Master gains a +3 bonus to Escape Artist checks Wolf — Wolverine — See Unholy Warrior’s Handbook for details on the demonic template

1

Adept Summoner (Special) Your dabbling in the ways of chaos has given you abnormal command over summoned creatures but has also triggered a bizarre mutation. Benefit: Creatures you summon via summon monster spells remain a number of extra rounds equal to your Charisma modifier (or until dismissed) before disappearing. In addition, you must make a roll on the Lesser Corruption section of Table 2–3: Corruptions and apply the result to your character. If you roll the “No corruption” result, roll again.

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Normal: Summoned creatures last for 1 round per level or until dismissed. Special: A thaumaturge may take this feat a number of times equal to his Charisma modifier. In addition to gaining an extra lesser corruption each time the feat is chosen, the caster adds 1 to the total rounds a creature summoned by a summon monster spell remains. Future loss of Charisma does not cause the character to “lose” this feat or the associated corruption.

Master Summoner (Special) Your studies of chaos magic have enhanced your summoning ability but have twisted your natural form. Prerequisite: Adept Summoner. Benefit: Summon monster spells cast by you have a range of Medium (100 ft. + 10 ft./level). In addition, you must make a roll on the Greater Corruption section of Table 2–3: Corruptions and apply the result to your character. If you roll the “No corruption” result, roll again. Normal: Summon monster spells have a range of Close (25 ft. + 5 ft./2 levels). Special: A thaumaturge may take this feat a number of times equal to onehalf his Charisma modifier, rounded down. Additional selections of this feat have no effect upon the summoning ability of the character, but do result in additional rolls on the Greater Corruption section of Table 2–3: Corruptions. Future loss of Charisma does not cause the character to “lose” this feat or the associated corruption.

Influence Chaos Warp (Special) Through careful study or force of will alone, you’ve achieved a great understanding of the structure of magical chaos—and how to subtly influence it to your benefit. Benefit: Whenever you make a roll on Table 2–3: Corruptions, you may select the corruption immediately above or immediately below your rolled result, should you prefer. If the rolled result does not have an entry above or below it, your choice is correspondingly limited. This feat does not allow you to retake a corruption you already have unless that corruption can ordinarily be taken more than once. You cannot choose a corruption you already have in order to get another roll—treat that corruption as if it did not exist, limiting your possibilities accordingly.

Master Chaos Warp (Special) Having mastered the effects of the warping effects of the Abyss and those spawned from it, you determine what changes are in fact made to your person—manipulating it to your greatest benefit. Prerequisite: Influence Chaos Warp, Knowledge (the Planes) 23 ranks. Benefit: Whenever you make a roll on Table 2–3: Corruptions, you may select from either the lesser or greater corruption table, and if the result of your roll is not satisfactory, even with the opportunity to select the result above or below your rolled result, you may roll a second time. In all other ways, this feat abides by the same restrictions as Influence Chaos Warp.

New Domains

Some demon princes allow the thaumaturges who serve them to choose from a wider selection of domains than the array presented in the PHB. The additional domains that appear here follow the standard rules for domains as described in that reference.

Spells listed with an asterisk are new and are described below. All other spells can be found in the PHB.

Catastrophe Domain

Demon Princes: Abaddon, Raum. Granted Power: You are adept at avoiding the disastrous effects of your own destructive spells. When caught in the area of effect of one of your own spells that allows a Reflex save for half damage, you take no damage on a successful save.

Catastrophe Domain Spells 1 2 3 4 5 6 7 8 9

Change Domain 16

Doom Shatter Contagion Giant vermin Insect plague Control weather Creeping doom Earthquake Storm of vengeance

Demon Princes: Haagenti, Lord of Many Forms, Marbas. Granted Power: Your studies of the nature of chaos have given you limited control over probability. You are immune to confusion or similar effects. Further, if you successfully save against baleful polymorph cast upon you, you may take control of the spell as if it were polymorph. (Treat it as polymorph to determine duration, possible forms, and so on.) This is an extraordinary ability.

Change Domain Spells 1 2 3 4 5 6 7 8 9

Enlarge Person Gaseous form Stone shape Reincarnate Baleful polymorph Transmute rock to mud Transmute metal to wood Fleshy blight* Shapechange

Crippling Domain

Demon Prince: Kostchtchie, Shax. Granted Power: Once per day you can perform a strike intended to cripple an opponent. Add an enhancement bonus equal to your thaumaturge level to a damage roll from a melee or ranged attack. In addition, the damaged opponent must make a successful Fortitude save (DC 10 + 1/2 your thaumaturge level + your Constitution modifier) or become dazed for 1 round. You must declare the use of this ability before making the attack roll. This is a supernatural ability.

Crippling Domain Spells 1 2 3 4 5 6 7 8 9

Doom Hold person Blindness/deafness Enervation Feeblemind Harm Femurburst* Power word, blind Implosion

Pain Domain Spells

Demon Princes: Azazel, Marbas, Sabnach. Granted Power: You are immune to ability damage or drain caused by disease, though you still suffer any superficial effects (boils, odors, sores, and so on). This is an extraordinary ability.

Disease Domain Spells Itchy hives* Fit of coughing* Contagion Stinking cloud Greater contagion* Eyebite Regenerate Symbol of insanity Energy drain

1 2 3 4 5 6 7 8 9

Eloquence Domain

Demon Prince: Ipos, Vaz’zht, Zhar’Ub-Luur. Granted Power: Once per day, you can force an opponent to reroll a saving throw made against a mind-affecting Enchantment spell cast by you. The opponent must take the result of the second roll, even if it is better than the original roll. This is an extraordinary ability.

Eloquence Domain Spells Charm person Enthrall Charm monster Good hope Modify memory Geas/quest Symbol of persuasion Mass charm monster Power word, kill

1 2 3 4 5 6 7 8 9

Fear Domain

Demon Prince: Anarazel, Azidahaka, Demogorgon. Granted Power: You are immune to fear (magical or otherwise). This is an extraordinary ability.

Fear Domain Spells 1 2 3 4 5 6 7 8 9

Pain Domain

Cause fear Scare Crushing despair Fear Phantasmal killer Eyebite (panicked only) Symbol of fear Weird Wail of the banshee

Demon Prince: Azidahaka, Demogorgon, Lord of Many Forms. Granted Power: Your intimate knowledge of weaponry grants you the extraordinary ability to land especially painful blows on your enemies. You gain a reservoir of extra damage equal to your levels in thaumaturge. You may distribute these points as you wish, but only applicable to your melee or ranged attacks. You must declare the use of this ability and the amount of extra damage desired before making the attack roll. You receive a new allotment of extra damage each time you replenish your spells.

1 2 3 4 5 6 7 8 9

Chill touch Inflict moderate wounds Vampiric touch Poison Slay living Harm Destruction Symbol of pain Horrid wilting

Pleasure Domain

Demon Prince: Socothbenoth. Granted Power: You receive a +4 competence bonus on all Bluff, Diplomacy, Gather Information, and Sense Motive checks made against a creature who would ordinarily be attracted to someone of your race and sex.

Pleasure Domain Spells 1 2 3 4 5 6 7 8 9

Charm person Hideous laughter Ecstasy* Phantasmal lover* Dream Heroes’ feast Regenerate Irresistible dance Phantasmal orgy*

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Disease Domain

Prophecy Domain

Demon Princes: Astaroth, Raum. Granted Power: You cast Divination spells at +1 caster level.

Prophecy Domain Spells 1 2 3 4 5 6 7 8 9

True strike Augury Dangerpeek* Divination Scrying Contact other plane Greater scrying Vision Foresight

Subterfuge Domain

Demon Princes: Decarabia, Shax, Vaz’zht. Granted Power: You gain the spell-like ability to disguise self once per day as a caster of your character level.

Subterfuge Domain Spells 1 2 3 4 5 6 7 8 9

Disguise self Alter self Displacement Greater invisibility False vision Mislead Mass invisibility Sequester Mind blank

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New Spells

The following spells are in addition to the spells listed in the PHB. Most are exclusive to the new domains introduced in this book, but a few can be added to the core spell lists in your campaign.

Dangerpeek Divination

Level: Clr 4, Prophecy 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous (see text) Your subconscious mind peers into the future, viewing an upcoming moment of danger. Your conscious mind does not view the moment, and you have little immediate evidence that magic has taken place other than a warm feeling of preparedness. The next time you are called upon to make a saving throw to avoid a harmful spell’s or spell-like ability’s effect, your subconscious mind triggers a feeling of déjà vu that allows you a greater chance of success. You apply a +8 circumstance bonus to the save. Multiple dangerpeek effects do not stack.

Ecstasy

Enchantment (Compulsion) [Mind-Affecting] Level: Pleasure 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The subject becomes overwhelmed with sexual stimuli, quivering in place, helpless. It is aware and breathes normally but cannot take any actions, even speak, beyond a 5-ft. step. In addition, the subject automatically drops anything in hand. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This fullround action does not provoke attacks of opportunity.) A winged creature under the effects of this spell cannot use its wings and falls. A swimming creature cannot swim and may drown.

Femurburst Transmutation [Evil]

Level: Crippling 7, Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

18

The subject’s leg bones explode, dealing 1d6 points of damage per caster level (maximum 25d6).

The subject’s land movement decreases by 20 feet, to a minimum of 0 feet. This decrease counts as an enhancement penalty, and it affects the creature’s jumping distance as normal for reduced speed. The creature can only repair this damage through a heightened heal (7th level) or regenerate spell.

Fit of Coughing Necromancy

Level: Disease 2 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Concentration, up to 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes Fit of coughing infects the subject with a terrible hacking cough, impeding speech and casting spells with verbal components. To speak or cast a spell with a verbal component, the subject must succeed a Concentration check against the DC of the spell. Even if the subject succeeds the Concentration check, the subject still faces a 20% spell failure chance. Remove disease counters this spell.

Fleshy Blight

Transmutation [Chaotic, Evil]

Level: Change 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s body undergoes a profound physical change, whereby its form melts, warps, bubbles, and changes at random. The affected creature is unable to hold or use any item. The subject’s land movement decreases by 10 feet, to a minimum of 0 feet. This decrease counts as an enhancement penalty, and it affects the creature’s jumping distance as normal for reduced speed. While in this state, the subject becomes embroiled in a chaos of pain from stretching bones and warping flesh, unable to take actions of any kind. Each round in this state, the subject takes 1d4 points of Wisdom damage and 1d4 points of Charisma damage. The subject can fall back upon its sense of identity and attempt to regain its normal form, as a fullround action that provokes an attack of opportunity and by succeeding a Charisma check against the spell’s DC, allowing the victim to reestablish its normal form for 1 minute.

Infection

Bone rot Brainmelt Kobold stank Musclecreak Stoolspread Stumpers

Inhaled Ingested Inhaled Inhaled/Ingested Injury Inhaled

DC

Incubation

Damage

18 16 16 18 15 14

1 day 1d3 days 1 day 1 day Instantaneous 1 day

1d6 temporary Con 1d8 temporary Int* 1d6 temporary Cha 1d4 temporary Dex 1d6 temporary Wis** 1d4 temporary Str

*Each time the creature takes 2 or more damage from the disease, it must make an additional Fortitude save or suffer 1 point of permanent Intelligence drain. **When damaged, the creature must succeed at another saving throw or 1 point of temporary damage is instead permanent drain. Bone Rot: Often contracted by those who spend a lot of time in musty tombs fighting undead creatures, bone rot attacks the marrow, hollowing bones from the inside out. Brainmelt: Used by some assassins’ guilds to destroy wizardly enemies, brainmelt breaks down the brain’s tissue into a runny slime. Symptoms include nosebleeds, earaches, and migraine headaches. Kobold Stank: Assaulting the bowels and stomach, kobold stank turns the skin yellow and flaky to the point that it resembles lizard scales. A horrific gastrointestinal stench emerges from the bowels every time the victim speaks. Musclecreak: Symptoms of musclecreak include aching limbs and joints. Those who suffer from the illness without being treated often completely lose the use of their limbs. Stoolspread: A common side-effect of certain fungi used by Underdark dwellers to poison blades, stoolspread sickness assaults its victims with terrible hallucinogenic visions. Stumpers: Named from a (mistaken) belief that the victim’s atrophying limbs will eventually fall off, this disease is a bane to any who live off their strength. It is a particular nuisance in farming communities, where it can destroy an entire harvest by taking out the men and women who would reap it.

The effects of fleshy blight can be cured only by a greater restoration, heal, or restoration spell (a separate restoration spell is needed to restore any lost Wisdom). Material Components: A slice of hide from a chaos beast.

Greater Contagion Necromancy

Level: Clr 5, Disease 5, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes As contagion, but in addition to blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom, the caster can infect the subject with demon fever, devil chills, or mummy rot (see the DMG) or any of the diseases described in the New Diseases sidebar. At the GM’s discretion, greater contagion can also bestow diseases from additional sources.

Itchy Hives Necromancy

Level: Clr 2, Disease 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s body erupts with itchy hives, causing great discomfort. The subject suffers a –2 circumstance penalty on all attack rolls, skill checks, and saving throws due to preoccupation with the itch. The disease runs its course when the spell duration expires. A remove disease counters and dispels itchy hives.

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Disease

New Diseases

Phantasmal Lover Conjuration (Healing, Summoning)

Level: Pleasure 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 2 rounds + 10 minutes (see text) Saving Throw: None Spell Resistance: Yes Tapping into the subconscious mind of the subject, you call upon the seductive powers of the demon prince Socothbenoth to create a quasi-real lover appearing as the object of the subject’s desire. Only the subject of the spell can clearly see this creature—all others view a shadowy, indistinct form. The creature hovers over the subject, writhing enticingly and whispering promises of sexual fulfillment. The image fades in 2 rounds unless the subject takes further action. Should the subject willingly decide to succumb to its passions, it spends the next 10 minutes in vigorous erotic activity, during which it helpless and cannot break away from the spell’s effect for any reason. At the end of the spell’s duration, both the subject and summoned creature achieve climax as one, allowing the ambient spell energy to work with the subject’s mind to cleanse its body of disease and injury. The spell cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. Phantasmal lover does not neutralize poison, offset the effects of a feeblemind spell, or cure mental disorders brought about by spells or injury to the brain. It does not remove negative levels, restore permanently drained levels, or restore permanent ability drain.

Phantasmal Orgy Conjuration (Healing, Summoning) [Mind-Affecting]

Level: Pleasure 9 Target: One conscious living creatures/level, no two of which can be more than 30 ft. apart This spell functions like phantasmal lover, except as noted above.

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Chapter Three: Those Who Rule Demon princes command at least one-third of the 666 recorded layers of the infinite Abyss. Princes in the Machiavellian sense, they answer to no demonic ruler. Over the millennia, several have conquered enough Abyssal real estate or swayed the affections of enough of their kin to claim dominion over all of demonkind (the most recent being Demogorgon, who still holds his selfproclaimed title). The greatest and best-known demon princes command the respect of their peers through brute force, skillful negotiation, or the ability to unleash sheer, unimaginable terror. Such princes include the legendary Orcus, brooding Pazuzu, scheming Arachnadia, and the unnamable Lord of Many Forms. Students of the Abyssal arts know of resources in existing tomes or librams yet to come regarding these famous beings. The present volume concentrates on entities less well known but no less dangerous. This chapter fully details twenty-one demon princes, providing notes on their appearance, motivations, and Abyssal dominions. Information on domains and favored weapons has been included, should you wish to use the thaumaturge character class from the previous chapter in your campaign. The demons presented here represent a more or less “complete” pantheon— lacking only entities that grant their servants access to the Good and Law domains. Should you wish, you can substitute the demons in this chapter for the pantheon presented in the core rulebooks, setting up a campaign in which the gods have died or turned their backs on the world, leaving the depraved lords of the Abyss to serve the spiritual needs of a troubled populace. Should the thaumaturge character class not appeal to you, you’ll find the demon princes in this chapter suitable for use as patrons of amoral clerics, as well. Each description opens with the name most commonly associated with the entity in question. This isn’t the being’s “true” secret name, but rather its most commonly used moniker. (In nearly all cases, this is the name by which the being refers to itself.) Danger comes in speaking even the common name of a demon prince. At the discretion of the GM, speaking its name aloud elicits a cumulative 1% chance that the named demon prince will take notice of the speaker. This doesn’t mean it’ll act, or even act in the speaker’s best interest, but if not otherwise indisposed the entity might take a peek into the Material Plane to see what’s going on. For this reason, most of the known demon princes have descriptive titles, such as Lord of the Bottomless Pit, Diabolus, and so on. It is considered an ill omen to speak or write the names of demon princes, and those who do not rely upon these titles when discussing them are seen as dangerous fools by the learned. All demon princes exemplify the ideals of chaos and evil (albeit in very different ways), and share the alignment of the Abyss itself. Attempts by lawful fiends to wrest an Abyssal layer and claim it for themselves have invariably met with failure—the plane rejects would-be rulers who do not share its debased ideals. Likewise, no qlippoth demon has yet managed to conquer a layer of the Abyss. Generally, the most frightening and powerful members of that race are extremely advanced variations of the core qlippoth types. Chapter 4: Creatures of the Abyss presents an example qlippoth, Shiggarreb, who has a power level equivalent to that of the demon lords. Each demon prince concentrates the bulk of his or her attention upon one or more ideals, known collectively as “areas of concern.” Haagenti, the socalled Ultimate Alchemist, delights in inspiring his subjects to mix dangerous chemicals and create artificial life, while the only chemicals that interest the sensual Nocticula are those that grant her followers access to unheralded hallucinogenic plateaus. The Great Crippling Gaze known as Shax, on the other hand, cares only for those liquids that pour from the opened bellies of his still-squirming victims.

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Generally, those who follow a specific demon prince share its unholy interests. Immoral alchemists flock to Haagenti, hoping his great wisdom will

guide their brazen experiments. Nocticula’s devotees gather under the light of the moon to celebrate erotic pleasures while indulging in the psychotropic bounty of the natural world. Erudite scholars of the macabre abduct, murder, and mutilate in the name of the Great Crippling Gaze, tracing intricate patterns in skin with surgical razors, hoping to discover the secret of life in the spaces between the flesh.

Abaddon

The Destroyer, Minister of Death and Havoc, Lord of the Bottomless Pit, King of Locusts Layer: The Bottomless Pit Areas of Concern: Anarchy, locusts, havoc, famine Domains: Catastrophe, Chaos, Death, Evil Favored Weapon: Longsword One day soon, all existence will end in a great multiversal apocalypse. When the final angelic trumpets sound out the death knell of the mortal world, untold legions of locust demons will boil forth from the depths of the Abyss, ravaging everything in their path and laying ruin to the great works of humanity. Abaddon, demon prince of the apocalypse, will stand at the vanguard of this unthinkable army. Laughing. Students of the occult arts know Abaddon as one of the oldest demons, a being of such incalculable power that even his demonic contemporaries work to ensure that he never leaves his home layer, a chilling void known simply as the Bottomless Pit. Abaddon is destruction personified, a completely amoral, unfeeling agent of calamity who has a hand in most of the great natural catastrophes of the mortal realm. While Anarazel gives violent life to the cold ground in the form of terrible earthquakes, and Vepar encourages great floods and waves, learned occultists see the grim smile of Abaddon in the corpses left after these tragedies. His handiwork reveals itself in the famines and blights that follow natural disasters. Though his insectoid legions thrum with demonic blood, few doubt Abaddon’s dominion over ordinary locusts and grasshoppers, who honor him by plaguing crops in a metaphorical mirror of the destruction that soon will be visited upon all the world. In some lands, Abaddon is known as Apollyon. Abaddon has not been seen in the mortal realm since shortly after the demons defeated the ghaeles occupying the Abyss. The few remaining accounts describe a towering, hideous figure with scales like a fish, draconic “hooked” wings, and great feet and paws like those of a bear. Segmented, insectoid eyes dominate the demon prince’s cruel face, set just above a double set of razor-sharp mandibles. Fire peeks through the rotten holes in his belly, casting off acrid, cloying smoke. The Bottomless Pit forms a great maw nearly three miles wide near the geographic center of the Howling Threshold. Rumors suggest that the rent formed in the earliest days of the qlippoth– ghaele conflict, when some unknowable horror unleashed by the plane’s original masters backfired and tore a hole in the Abyss. Eventually, the plane fused its own infernal energy with the nullspace in the void, in a sense “adopting” its own wound as a fullblown Abyssal layer. Shortly thereafter, Abaddon constructed the great palace of Gulthrax as an homage to himself and cast the structure, himself, and his entire demonic entourage into the chasm. The lore of demon and angel alike claims that Gulthrax eventually will pass out of the pit to land upon the

Gulthrax maintains its own gravity and sense of stability, though it constantly spins and bounces off the layer’s walls. The fortress contains a large variety of demons, most of whom look forward to the End Times with utter devotion to their liege. Locust demons dominate nearly every part of the shaft—seldom will a traveler falling or flying down the Bottomless Pit come across a spot where she cannot see at least a dozen of the creatures. Perhaps a hundred brave vrocks fly throughout the chasm, dining on the souls who fall or are thrown into the pit (the locust demons ignore such provender). Mortal followers of Abaddon generally believe that the apocalypse will occur within their lifetimes, and go about fomenting anarchy and unrest in an attempt to speed along the decay of the world. End Times-obsessed nihilists, cultists, and especially thaumaturges of Abaddon believe that by doing the work of the Minister of Death and Havoc they will be spared the consuming fury of the coming locust legions. Not all who follow Abaddon do so with such calculation, however. Common among those who honor him is the competitive farmer who, coveting the harvest of his neighbor, sends a small sacrifice to Abaddon to befoul the greater crop.

Obedience

For one hour each day, a thaumaturge in service to Abaddon must whisper to a live locust an account of all that he has done to speed along the course of multiversal decay within the last 24 hours. These reports include updates on the status of the thaumaturge’s enemies (often excuses for why they have not yet been killed), details on recently discovered magical secrets or ancient lore, and the thaumaturge’s plans for the day ahead. At the end of the ritual, the thaumaturge consumes the locust, which mystically transmits all it has heard to the mind of the Lord of the Bottomless Pit. Thereafter, the thaumaturge’s daily allotment of spells is replenished.

Abraxas The Supreme Unknown

Layer: Pleroma Areas of Concern: Magic, occult lore, dangerous secrets Domains: Chaos, Evil, Knowledge, Magic, Protection Favored Weapon: Whip Abraxas represents a rarity among demon princes in that his devotees are tolerated, if not altogether welcomed, in civilized lands throughout the mortal realm. Commoners and nobles alike honor Abraxas for his ability to protect them from ill luck and magical curses and hexes. Followers of Abraxas fund their cult by selling medallions enchanted with the word “Abracadabra,” a talisman that guards its wearer against all manner of calamities. Abraxans claim that the gods are evil beings who have trapped the souls of their mortal followers in all-toofragile physical shells, isolating them from a world of absolute spirit (known as Pleroma) where joy is boundless and there are no limits to the pleasure and indulgence experienced by all. The concept of harm does not exist in such a world, and it is from this absolute, Abraxans claim, that their trinkets and amulets draw their protective powers. Whatever the source, the charms work. The word of power

“Abracadabra” appears at the top and is written in an inverted triangle of eleven lines. Each line consists of one letter fewer than the one above it, until the word disappears completely. The shrinking of the word represents, in metaphysical terms, the fading of potential harm to the wearer. The wordplay is emblematic of most of the teachings of Abraxas, which consist of intense magical theory and complex numerological formulae meant to give the practitioner a greater understanding of the material world and how to manipulate it through arcane magic. Abraxas appears as a powerful, bare-chested humanoid man with the head of a rooster topped by an elaborate golden crown (which, according to his followers, represents the reward of Pleroma, in which everyone is king). He carries a shield in one hand and a long, corded leather whip in the other. Below the waist, his body consists of several constantly writhing snakes. Abraxas’s Abyssal realm, Pleroma, is very much as advertised in his cult’s literature. There, souls are transformed into beings of light who experience nothing but pure pleasure and ecstasy. Boundless joy is theirs from the moment they enter the afterlife to the moment ten years later when they are completely consumed by bliss—their souls utterly annihilated and absorbed into the landscape of the Abyss. By the time souls enslaved to Pleromic rapture realize the terminality of their situation, they’ve long since surrendered the ability to do anything about it in exchange for greater and greater feelings of euphoria. The transaction fuels Abraxas’s power, which appears to grow stronger with each passing year. Abraxans believe that the only way to achieve Pleroma is to escape their mortal shells by living a life opposite to that which should have been theirs, but for the duplicity of the gods. By denying themselves the pleasures of the flesh and leading austere, faultless lives, they hope to “trick” their containers (bodies) into releasing their spirit forms. Once free, their souls transcend the material world and enter the endless pleasures promised to them by the Supreme Unknown.

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Material Plane, at which point the prophesied apocalypse will begin in earnest and Abaddon’s locust demons will flood the world.

Riddled with highly offensive condemnations of even the most apparently altruistic deities, the cult’s doctrine wins few allies among the clergy of the civilized world. However, followers of Abraxas don’t physically hurt anyone, are as chaste as the most devout nuns of the God of Healing, and sell amulets of proven protective value, so most rulers view the cult as a strange but harmless sect more worthy of praise than prosecution. The plain lifestyle espoused by Abraxans appeals to commoners who disapprove of lewd behavior but who secretly wish to debauch themselves in the most obscene manners imaginable. Lacking the courage to do so in life, they instead punish themselves with self-denial and self-abuse, withholding from themselves in life of exactly the type of pleasures they hope to indulge in after death. Flagellation plays a significant role in the cult’s observances (Abraxas’s favored weapon is a whip for a reason). Many multiclass as wizards or sorcerers to further explore arcane magic, which they interpret as the mortal world’s sole tie to the realm of Pleroma. Abraxans determine for themselves when they have finally tricked their body-prisons into releasing their spirit forms—a journey that invariably commences with suicide.

Obedience

Each morning, thaumaturges dedicated to Abraxas spend 30 minutes in self-flagellation with a small whip or tree branch. Collecting his own blood into an inkwell, the thaumaturge spends the rest of the hour inscribing the “Abracadabra” pyramid as many times as possible—on rocks, paper,

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amulets, or even the walls of buildings—all to further the notoriety of the cult. While writing the pyramid, the thaumaturge quietly imagines himself enjoying debauchery of all sorts. After 30 minutes of this, the thaumaturge’s spell selection is replenished for the day.

Anarazel

Guardian of a Thousand Terrors Layer: The Caves of Chaos Areas of Concern: Fear, bravery, material wealth, adventurers Domains: Chaos, Earth, Evil, Fear Favored Weapon: Short sword The earth below your feet holds wondrous treasures just waiting to be claimed by those with the courage to take them. Ancient, long-dead cultures tunneled beneath the ground when the world was young, scattering the riches of entire races in forlorn caves and mines. Natural veins of precious metals and countless gems and minerals line the world’s strata. But those caverns hold unthinkable terror as well, time-lost beings too dangerous for the world of light and unfathomable remnants of primordial cultures now sunken into morose insanity. Those who would gain the riches of the earth must also brave the evils of the world below, the servants of Anarazel who await explorers with gnashing teeth and terrible, clasping claws. Those who risk Anarazel’s wrath and escape with the plunder of the earth are rich indeed. Anarazel represents the duality of the unknowable horrors of the Underdark and those who face such terrors in search of excitement or material wealth. Devotees refer to the arrangement as “the thrill,” a constant tempting of the depths for just one more gem, for another frisson of terror that much more exciting than the one before. To Anarazel and his followers, the abandoned underground cities and cisterns and mineral-rich caverns of the Underdark represent a great game board where risks are measured against possible rewards, with the advantage always going to those who tempt fate a little further than their peers. Adventurers, unsurprisingly, make up the bulk of his clergy. The Guardian of a Thousand Terrors is a massive humanoid with diaphanous wings supported by blood-red cartilage that thrums with the natural heat of the subterranean world. His demonic armor of plates and scales melds so well with his natural form that it’s difficult to determine which portions of his panoply are living parts of his body. Two impressive horns jut from his forehead; a mane of greasy black hair begins just above the horns and continues to the middle of his muscular back. Anarazel wears a veil of deep vermilion at all times, covering what is said to be the most horrific visage the Abyss has ever known.

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Anarazel’s lair, a sprawling underground complex of natural caverns and trap-filled corridors called the Caves of Chaos, is thought by many to comprise the most extensive dungeon works in the Lower Planes. Cult lore reports that a copy of every valuable ever sacrificed in the demon prince’s name can be found within Anarazel’s dungeons. Countless artifacts long thought destroyed are in fact secreted within the Caves, protected by a host of grotesque creatures born in the most wretched bowels of the

lightless Underdark. The most honored souls sworn to Anarazel—those who died while seeking treasure underground without an ounce of fear in their hearts—are transformed into such guardians. Unworthy souls or those captured on the Howling Threshold are brought to Anarazel himself, who dwells at the center of the layer. There the Guardian of a Thousand Terrors reveals his true face to them, drawing strength from their horror in a metaphysical transaction that leaves Anarazel more powerful and that utterly destroys the souls. In the mortal world, Anarazel is served by the demon lords Gaziel and Fécor, who cause earthquakes, ring bells at midnight, cause spectres to appear, and inspire countless terrors. Though he is honored by miners and prospectors, adventurers make up Anarazel’s greatest constituency. His philosophy of life as little more than a game appeals to those who seek vast rewards in exchange for great risk. Anarazelite adventurers tend toward brashness and favor spells or items that induce fear in others, partially to congratulate themselves on their own sense of bravery.

Obedience

Since fear is central to the faith of Anarazelite thaumaturges, the obedience ritual of the cult revolves around causing fear in others. Each morning, the thaumaturge constructs a mask (usually of wood, but such materials as leather and flesh are not uncommon) of something terrible and frightening, which he then wears until his next obedience ritual. At the beginning of that ritual, the old mask is burned and a new one constructed using a wholly different, wholly original design. In order to inspire his followers to always innovate in the realm of terror, Anarazel forbids his servants from using the same design twice. Such visionary imaginings feed the creative mind of Anarazel, inspiring him to greater wickedness. When the previous day’s mask is burnt following the creation of a new mask, the thaumaturge’s spell selection for the day is replenished.

Astaroth Diabolus

Layer: The Terminal Archive Areas of Concern: Liberal sciences, knowledge, learning, memory Domains: Chaos, Evil, Knowledge, Prophecy Favored Weapon: Dagger Knowledge separates humans from the animals, allowing them to reflect upon their status and, using the lessons of those who came before, to improve upon it. Astaroth personifies the philosophy of knowledge gained at any cost. The demon prince known as Diabolus is the patron of revolutionary thinkers and those willing to push against the forces of propriety and the status quo to break into truly innovative paths of thought. He discounts the “hard” sciences as too rigid to accommodate original concepts. Astaroth also has become associated with prophecy, though his philosophy is more about consulting written lore and making a prediction based upon the past than peering into the unknowable future.

His natural form is that of a beautiful angel astride a terrible dragon. He carries a viper in his right hand and usually reads from an open book held in his left. The snake represents knowledge gained through forbidden means, which Astaroth considers the most valuable of all. Knowledge protected by religious taboo and strictures must, after all, be more worth knowing than what is sitting around for everyone to devour. The Terminal Archive, Astaroth’s sprawling library, forms the entirety of an always-expanding Abyssal layer. The place comprises countless wings, which contain a copy of every written work put to paper since the birth of mortals and which are staffed by an army of bodak librarians. Astaroth invites any and all to study within his halls, naming the Archive as neutral ground in any conflict between demons. Remarkably, he even allows devils access to his collection, though few brave the journey to get there. Occasionally battles between rivals do break out, but these are quickly quelled by a cadre of nalfeshnee called the Ardent Archivists, who maintain order in the stacks. Given the relative peace offered by the Archive, many expect to find a given item easily. Unfortunately, Astaroth enforces no organization upon his collection at all, so finding a particular volume can be an adventure in itself. Followers of Astaroth fancy themselves revolutionary thinkers. Many do in fact push forward the liberal sciences by challenging conventions and daring to dream without worrying about such limits as morality. Even more, though, are best classified as lunatics, “visionaries” only in the sense that they believe their insane (albeit generally well-informed) babblings mean something to anyone other than themselves. Those who honor Diabolus will do anything to learn previously unknown lore. They’ll use anyone, even friends and relatives, to further their own knowledge, and won’t hesitate to kill whoever stands in the way of some juicy bit of information. Astaroth demands that his followers sacrifice their first-born child to him to prove their dedication to casting away even their most cherished possessions in the pursuit of learning.

Obedience

Every morning, a thaumaturge dedicated to Astaroth writes the experiences of the previous day into a personal journal of reflections, finishing with three philosophical questions to think upon as the day goes on. The following day, he writes his conclusions or progress toward conclusions in the book. After spending an hour in such transcription, the thaumaturge regains his full complement of spells.

Azazel Guardian of the Goat

Layer: Maldinach, the Desert of Broken Dreams Areas of Concern: Scapegoats, the betrayed, pestilence, revenge Domains: Animal, Chaos, Disease, Evil Favored Weapon: Halberd The doctrine of Azazel holds that every successful civilization is built upon the broken backs of the betrayed. Society itself is inherently corrupt: Some must suffer so that others can seat themselves upon the throne of propriety. To make things right, the high and mighty must be overthrown by those they have betrayed. Only when the lowly have tasted the blood of the powerful will the world be healed. Such words hold a powerful allure to the downtrodden members of the lower classes, as well as to prisoners, exiles, or others who have unfairly felt the lash of the law. Ranging from violent revolutionaries to quietly dissatisfied servants, followers of Azazel work to thwart the plans of the privileged classes through calculated campaigns of larceny, arson, and murder. Azazel, the so-called Guardian of the Goat, took his title to honor the “scapegoat,” an animal who in ancient times was saddled with the sins of a tribe and cast into the wild in a ritual of absolution. His servitor race, the schirim, carry out most of his plans on the Material Plane.

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Like Abaddon and Raum, Astaroth’s purpose is tied to the coming multiversal apocalypse. Since the rise of the demons, he has collected all the written works of humanity; ritual burning of the accumulated lore will herald the beginning of the End Times. In the meantime, Astaroth has become extremely fond of his collection, priding himself on the completeness of his libraries and his ability to recall historical facts and human philosophies from memory. Though dedicated to the role he must eventually play, the great librarian is in no hurry to destroy his books—he’s even become so fond of some human scholars and philosophers that he tracked them down and brought them to his lair (willing or not) to engage in friendly debate. Astaroth mourns the destruction of anyone of intellectual worth, necessary though it be, and has a greater appreciation for mortal life than most of his demonic fellows.

The Guardian of the Goat possesses many forms. To some, he is a great avenging angel with smoldering eyes of dark crimson and seven seeping wounds upon his powerful back. Demonologists often describe Azazel as a mighty schir, a four-eyed, goatheaded, bare-chested monstrosity bearing the standard of the armies of the Abyss. His true form, which few have seen, boasts seven serpentine necks, fourteen hideous faces, and twelve looming wings. The forlorn desert of Maldinach howls with the keening of souls dedicated to Azazel. Chained upon immense, sharp rocks and left to bake in the unforgiving blaze of a sun that never sets, the tortured souls have an eternity to seethe over their final betrayal—at the hands of Azazel himself. Schirim and vrocks wander the desert in abundance, reveling in the suffering of their mortal charges. Their liege prefers the solitude of an isolated valley at the center of the layer, attended by his personal servant, a powerful balor named Mullin. Prior to passing on to the Abyss in death, few followers of Azazel know what awaits them in the afterlife. Most prefer to focus on the here and now, their blood boiling with thoughts of revenge for slights both real and imagined. Nobles and those who have dedicated their lives to preserving the law hate and fear the cult of Azazel, though the demon enjoys great popularity among vigilantes, who often see themselves as protectors of the downtrodden. Though Azazelites preach a doctrine many in the lower classes find attractive,

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their methods are so brutal, so unthinkably ruthless, that only the most heartless stay with the cult for long.

Obedience

Azazelites never forget those who have wronged them. Accordingly, the obedience ritual of thaumaturges sworn to the Guardian of the Goat involves carving the name of the thaumaturge’s greatest enemy into the flesh of the inside left forearm while whispering fantasies of revenge over a small fire. Only when the chosen enemy has been destroyed can the wound be allowed to heal, at which point the thaumaturge chooses a new enemy, and the process begins anew. The ritual involves a full hour of opening old wounds and letting the blood drip into the fire, after which the thaumaturge’s spell complement is replenished.

Azidahaka The Dragon of the Lie

Layer: Sraosha Areas of Concern: Torture, truth, lies Domains: Chaos, Evil, Fear, Pain Favored Weapon: Falchion Aeons ago, not long after the solar Iblis fell from the Seven Heavens for refusing to serve mortals (see Iblis, page 169) a fierce king named Zohak ruled one of the most prominent early human kingdoms. Once a powerful and chaste noble who served the Lords of Good as a paragon of truth, Zohak achieved his position after murdering his predecessor, Jamshid, who had become so corrupt with power that he forced his subjects to worship him as a god. Despite his greatness, Zohak knew he would not be able to defeat the god-king alone. Instead, he employed the mighty Iblis, who granted him the service of an army of divs, fire-based outsiders who had inhabited the world prior to the rise of humanity but who had been cast out by the Lords of Good for their arrogance. Zohak gained the throne and freed his people from the tyranny of Jamshid, but at a terrible cost. Iblis planted a seed of paranoia within his ally’s heart. Shortly after becoming king, Zohak came to believe that his subjects secretly schemed against him. Whereas the king had previously sworn himself to defend the truth, now he attempted to wrest it from the hearts of his assumed enemies by subjecting them to gruesome tortures. Unsurprisingly, these tortures brought more and more confessions, confirming Zohak’s fears and fueling more seizures of enemies and greater and more perverse means of getting the truth from them. Within two years, Zohak’s fears had manifested in the form of twin snakes growing from his shoulders. These terrible beasts kept Zohak alive through the singular means of devouring the brains of his victims. Finally beset by enemies on all sides (enemies he had created thanks to his vicious pogroms), Zohak realized he had been betrayed the moment he joined forces with Iblis. Shamed, broken, and alone, Zohak hanged himself from his castle’s highest tower. His name went down in the lore of his people as a watchword for the corrupting influence of power. Moments after dying, Zohak emerged upon the Howling Threshold. Seeing his rebirth in the afterlife as a second chance, he took the name Azidahaka and

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vowed to create in the Abyss that which he could not maintain in the material world—a kingdom of subjects who honored him for his character and his dedication to truth. Eventually, he became a demon. Centuries later, he wrested a layer of the Abyss for himself (Sraosha, a term meaning “obedience,” or “discipline”) and set his plans into motion. The Abyss being the Abyss, however, he came up somewhat short of his goal. Sraosha boasts as many traitors and schemers as his human kingdom ever did, but as Azidahaka’s current subjects are demons and the souls of the chaotic evil dead, the dangers posed by his enemies are a thousand times greater than they were on the Material Plane. To protect his rulership he’s again turned to torture—indeed, the layer seems dedicated to perfecting that ancient art. Souls and demons alike hang on great metal hooks from the kingdom’s parapets. Body parts and unidentifiable fluids stain the cobblestones of great cities, and countless screams issue forth from countless chambers filled with racks, brazen bulls, iron maidens, and worse. Such perfection has brought with it the respect of mortal torturers the world over, as well as (ironically) pleas of guidance from those about to go under the torturer’s knife. Both tormentor and tormented are equally likely to pray to Azidahaka— one for the skill to extract the truth, and the other in hopes of easing inevitable pain. Azidahaka appears much as he did in life. A regal warrior of handsome (if worry-worn) features, the so-called Dragon of the Lie decks himself in the finest garments of royalty. Blood and ichor stain his vestments, however, revealing the means to which he must resort, to which he has always had to resort, to maintain his tenuous grasp on power and status. The only being Azidahaka truly trusts is his head torturer, the demon lord Rahu the Tormentor, who seems tailor-made for the nightmarish parody that is the Kingdom of Sraosha. Azidahaka’s heart still burns for revenge against the traitorous liar Iblis, whom he has sworn to put to the blade in payment for his ancient betrayal.

Obedience

All thaumaturges devoted to Azidahaka possess a dried heart extracted from a sentient creature killed though an overzealous application of torture (usually, but not always, at the hands of the thaumaturge). By channeling divine power into the heart during a daily ritual, the thaumaturge causes it to once again beat with life and seep with diseased blood. The thaumaturge manipulates the organ with jagged stickpins and sharp needles, opening a direct link to the cursed power of his patron. After the ritual, which lasts an hour, the thaumaturge’s spells are replenished. Should the heart be lost or destroyed, a replacement must be harvested. The organ must undergo a special immersion for three hours in a preparation of spices and juices sacred to the Dragon of the Lie, costing 200 gp.

The Great Beast

Layer: Duidan Areas of Concern: Gluttony, despair, bestial instincts Domains: Animal, Chaos, Evil, Strength Favored Weapon: Longspear If the archdevil Leviathan (see page 140) represents the most powerful sea creature the multiverse has ever known, the imposing Behemoth stands as its land-dwelling double. A creature of immense proportions, Behemoth represents the worst qualities of the mortal creatures that walk upon the world—ferocity, rage, sloth, and most of all, insatiable hunger. Behemoth’s death has been preordained since the beginning of time, increasing its appeal as a patron of despair and lost causes. According to the oldest prophecies and scriptures (works that predate and predict the creation of Behemoth), when the mortal realm stands within days of utter destruction Behemoth and Leviathan will meet in a final conflict to shake the foundation of the world. The two great beasts will kill each other in this great battle, and righteous mortals will be allowed to dine on their flesh forever in Paradise—a fitting end for exemplars of unrelenting gluttony. Behemoth stands more than a mile tall, appearing as a corpulent humanoid giant with the head of a four-tusked elephant, powerful arms, and trunk-like legs that end in clawed feet. Rot grubs the size of purple worms crawl in and out of vast tunnels bored throughout its distended belly, and it reeks of foul digestive juices and days-old rotting meat. The tip of its awesome trunk bears a terrible toothy maw, which the Great Beast uses to devour anything that fits within it (which is to say, nearly everything). Like its infernal relative, Behemoth’s favorite meal is the soulstuff of the mortal dead. Behemoth’s personal Abyssal layer, the monstrous Duidan, consists of endless veldt built to the proportions of the Great Beast. Fiendish dire animals of all varieties roam the plains, seeking souls and other animals to devour. Few edible plants grow on the veldt, as such species were eaten into extinction millennia ago. Everything consumed on Duidan must be hunted—and given the girth and hunger of the layer’s prince, even the fiercest of hunters might become a meal at a moment’s notice. The lumbering master of the veldt sleeps most of the time, wandering short distances in order to feed itself a few times a week. The ground shakes violently when Behemoth is on the hunt, allowing smarter inhabitants to flee well in advance of the Great Beast’s arrival. Its hunts can last for a whole day or more, however, as Behemoth never seems to tire of eating and never seems to reach its limit. Though many hunters make offerings to Behemoth as a patron of wild animals, the Great Beast enjoys relatively few followers. Those it does have tend to be slovenly, morbidly obese hedonists who have turned to gluttony in a final bid for self-destruction. Behemoth’s cultists virtually sexualize the act of eating, playing up the erotic impact of food and bathing in grease and gristle as if anointing themselves with fragrant perfumes and massage oils.

Obedience

Thaumaturges dedicated to Behemoth do just one thing to regain their spells—eat. Once a day for a full hour (and often even longer for particularly zealous followers), Behemothite thaumaturges gorge themselves with whatever foodstuffs are available, paying no attention to the niceties of etiquette or table manners. In fact, many consider eating at a table something of an extravagance, preferring to hold their food in their hands, grease and fat sliding between their pudgy fingers. They have little use for napkins or tablecloths of any kind, and revel in leftovers falling from overstuffed mouths to folds in their clothes and skin, to remain buried like treasure until the next spontaneous meal. At the end of the gustatory ritual, the thaumaturge’s spell complement is rejuvenated.

Decarabia

Sovereign of the Seventy-Seven Airs Layer: The Landless Aerie Areas of Concern: Flying creatures, the firmament, spies Domains: Air, Chaos, Evil, Subterfuge Favored Weapon: Spiked chain When a mortal prince fears spies in his court, there’s no telling how far he’ll go to protect his reign. As his oncetrusted advisors burn on pyres of suspicion and terror, the sovereign puffs up with self-admiration for his difficult task. He pays little attention to the flock of crows perched on the gallows crossbar or the gulls circling overhead, waiting for the fires to die down so that they might duck in for a quick meal. The birds, however, are more attentive. They see in the monarch a growing desperation. They know which of his advisors have been consumed by flame and which by fear, noting which survivors might sell out their unstable leader in exchange for a return to sanity. The birds see all, and all that the birds see is seen by their patron, Decarabia, Sovereign of the Seventy-Seven Airs. Decarabia claims all the skies as her personal demonic domain and sees the birds that inhabit the firmament as her subjects. To her, birds are not only spies and messengers but paragons of beauty, for Decarabia believes that nothing is more lovely than a living creature in natural flight. Served by paranoid cranks who wish to learn what birds see in flight and eccentric inventors attempting to establish a means by which a human could fly, she seems more meddlesome than dangerous. But by providing amoral political advisors with reconnaissance in the form of servitor birds, Decarabia presents as great a challenge to the mortal world as any of her peers at the top of the demonic echelon.

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Behemoth

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In form, Decarabia seems more human than most demon princes, though a number of features reveal her as a creature of the Lower Planes. A cold, harshly beautiful face is marred by four unusually twisted horns that emerge from her forehead and just above her ears. Her alabaster skin is mirrored by milky white eyes that bear no pupils or color of any kind. Blood-red lips and luxurious long black hair contrast her complexion in an unwholesome manner. Unsettling jagged wings flare from her elbows, granting her far more graceful flight than their appearance might suggest. Decarabia uses her sexuality as a tool and comports herself in as little clothing as possible; she favors tight skirts and fetishized belts of black leather. She loves flight, spending her entire existence in the air. Years ago, she amputated her own legs to prove her dedication to the sky and its inhabitants. Her personal layer, the Landless Aerie, reflects her interest in winged creatures and her disdain for solid earth. The layer’s “ground” is a flat, featureless plain of solid metal that extends for leagues in all directions. Above, however, countless rock-islands float upon the winds, ranging in size from a few dozen feet in diameter to several miles wide. They serve as landing points for the fiendish birds and flying demons that make their homes here, and many sport impressive castles or towns upon their surface. Should its inhabitants displease Decarabia, though, she can cause an island to hurtle downward and smash upon the floor of the Aerie with crushing finality. Decarabia’s cult remains small, as she prefers to associate with flying creatures such as birds that have no real culture of their own. Still, she is a patron to spies and interlopers who employ birds in their subterfuges, and those hoping to create vehicles or items that bestow flight might offer an incantation to Decarabia before beginning their work. Decarabia’s mortal servants often act as brokers to the rich and powerful, offering them the chance to eavesdrop on rivals using specially trained avian agents.

Obedience

Thaumaturges dedicated to Decarabia must choose a bird familiar. Every morning, the thaumaturge whispers to the bird, telling it all he has witnessed over the past twenty-four hours. The bird then whispers back to the thaumaturge using the voice of Decarabia herself, revealing to the practitioner the secret knowledge needed to successfully replenish his daily spell complement.

Eligor The Goodly Knight

Layer: The Eternal Lists Areas of Concern: War, strategy, dishonor, survival Domains: Chaos, Evil, Knowledge, War Favored Weapon: Two-bladed sword

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In a world of chivalry, well-mannered knights enjoy the affections of fair maidens, the appreciation of kings, and the admiration of nobles and

paupers alike. The life of a knight is exciting, exhilarating, and rewarding. Unfortunately, it’s also extremely dangerous. Eligor, demon prince of dishonor and survival, pledges that glory and honor need not always go together, and that it is far better to leave the battlefield alive than to leave it a hero. But that’s not in and of itself reason enough to give up on being heroic—or rather, on giving the impression of great heroism. The doctrine of Eligor, known colloquially as the Widdershins Code, teaches that if the knight leaves no witnesses or survivors he can tell the story of his victory himself, leaving out anything that would tarnish his reputation but that was nonetheless required to remain alive. Rather than flee a battle, Eligor’s philosophy is to win by whatever dirty means necessary and leave the field with the appearance of honor and the admiration of one’s peers. Bedecked in viciously spiked, black full plate armor and a mighty shield and armed with a horrifically barbed two-bladed sword, the Goodly Knight often wears a great batwinged helmet that completely obscures his bestial face. He wears his hair in thick pleats gathered with tiny skull beads carved from human bone. Eligor’s hideous, mocking smile reveals sharpened teeth stained red with the blood of his enemies. The demon prince’s ghastly realm is a parody of chivalric ideals, a blood-soaked fantasy in which every day is cause for a great festival and knightly tournament. Demons and souls combat one another in shows of gruesome violence without even a pretense of honor, much to the delight of legions of howling fans. Abyssal ladies give their scarves to the most treacherous knights, and great gifts of fine foods and enslaved mortals are granted to those with the highest body counts, regardless of how much they cheated to win (or perhaps to honor that cheating). Eligor’s followers know that discretion is often the better part of valor. Usually junior knights in the shadow of truly great warriors, Eligorans have seen the ugly side of armed conflict and refuse to fall to their enemies for any reason other than being outmatched in weaponplay. While they pay lip service to codes of chivalrous conduct and honorable warfare, they more often use their enemies’ dedication to such strictures against them. An Eligoran knight might, for instance, challenge an enemy to a one-on-one combat using only nonmagical weapons, luring him to fight in a secluded spot where allies are hiding with poisoned crossbow bolts at the ready. If none see the treachery, they’ll simply assume the best, granting the knight notoriety and fame he doesn’t really deserve but that he enjoys all the same. Most gods of war, regardless of culture or alignment, loathe Eligor and his followers, and admitting to following the Goodly Knight at a knightly conclave is grounds for an instant challenge from the entire assembly. Wise Eligorans tend to keep their demonic affiliation a well-guarded secret.

Obedience

Every morning, Eligoran thaumaturges spend an hour dreaming up tales and songs of self-aggrandizement. They invent exploits to further their reputation and perfect their performance in hopes that these stories or tunes will catch on with local bards and spread throughout the land. After an hour of such creation, their spell selection is replenished.

The Son of Suns

Layer: The Bloodpyre Fields Areas of Concern: The purifying light of the sun, fire, burn victims, arsonists Domains: Chaos, Evil, Fire, Sun Favored Weapon: Kukri The world of mortals is but a shadowy reflection of pure potential. Everything that exists, from the smith’s anvil to the flesh of a newborn babe, takes its shape from corruption. That which has form betrays the perfect element from which all matter gains its animating force—fire. To set something (or someone) ablaze is to bless it, returning it to its ideal state in an act of compassionate emancipation. So preaches the burgeoning cult of Flauros, which holds that the secrets of the multiverse can be found through the deconstruction of fire and light. Such a heady philosophy attracts truth-seeking ascetic contemplatives who see wisdom in a doctrine riddled with references to the purifying aspect of fire. The litany of the Son of Suns also encourages spreading fire as a reward for both people and objects; the more important or valuable, the greater the service provided. This celebration of fire’s awesome capability for destruction attracts more than a few arsonists and rank psychopaths. Flauros’s many forms shift like the flames of a raging inferno. His very philosophy decries physical solidity as an insult to the natural order of things, so the Son of Suns prefers to change his image constantly. One shape, however, seems to predominate in his few appearances in the mortal realm and may in fact be his natural one. In this form, Flauros appears as an incredibly muscular giant having a skeletal bull’s head with sharp teeth and impressive horns. Crackling fire surrounds the figure’s head and shoulders, casting off voluminous clouds of malodorous smoke. Instead of legs, Flauros’s body ends at the waist in six jagged claws surrounding a toothy sphincter for ingesting flesh and souls (Flauros prefers both extremely well done). Smoke and heat dominate the Bloodpyre Fields, Flauros’s personal Abyssal domain. Volcanoes, lakes of fire, and rivers of liquid magma pose numerous natural dangers here, giving the place a hellish cast common in many of the most basic images of a tormented afterlife. Searing hot winds blast the entire layer, crisping flesh from bone. Breathing there is impossible for mortals without the assistance of magic or technology— even many demons find the place distasteful. Flauros himself wanders the plains, granting “release from the confines of physical form” to visitors and inhabitants alike, burning them with a fire so intense it leaves behind naught but a shadow of its target. Something about fire attracts the most depraved, destructive members of society. Despite the seemingly altruistic goal of “freedom from form” that drives the leaders of Flauros’s cult, the fact remains that most of his followers are absolute loons who get an indescribable thrill from lighting things on fire, philosophy be damned. Flaurans set fire to buildings, hoping that sparks will ignite neighboring structures in a kind of natural evangelism.

Obedience

Each morning, Flauran thaumaturges engage in a ritual of cleansing and appeasement to the Son of Suns. Such rituals take one of two forms, depending upon the resources available. In most cases, the thaumaturge burns something valuable (worth at least 100 gp) as an offering; artifacts and certain magic items are immune to the ritual, and cannot be used for this purpose. The item is always consumed completely by the fire within the space of an hour. A better, more potent ritual involves the destruction of a living creature by fire. After the object or creature has been consumed, the thaumaturge reaches into the cooling embers and grabs a handful of ash, which he then vigorously rubs onto his face. Licking his blackened hand clean, the thaumaturge revels in the chalky taste of freedom. Thereafter, the Flauran receives his full complement of spells for the day.

Gamigin The Soulcounter

Layer: Jagged Tor of Final Reckoning Areas of Concern: The dead, souls, undead, accountancy, numbers Domains: Chaos, Death, Evil, Knowledge Favored Weapon: Scythe

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Flauros

They burn helpless victims (often children) because they like the smell of cooked flesh. Above all, their obsession is as much about power as it is about fire. Whoever sets things aflame has power over them, changing their form to ash in an act of almost divine transformation.

Few cynical students of the occult are surprised upon learning of Gamigin, demonic patron to the power of the universal constants, death and taxes. When a chaotic evil creature dies, its soul manifests in the Abyss, where it either quickly learns to protect itself or is consumed by ravenous hordes of demons. From the moment it arrives to the moment of its destruction, the soul’s activities and whereabouts are monitored by Gamigin, the calculating demon prince known as the Soulcounter. Gamigin weighs the value of each soul against archaic formulae, occasionally announcing an “imbalance” and dispatching a cadre of skullduggers (see Chapter 4: Creatures of the Abyss) to collect the debt owed to the Abyss. These servitors retrieve the soul and bring it to Gamigin’s lair on the Jagged Tor of Final Reckoning, where it is fed into a boiling pit of magical tar known as the Last Morass. The process completely destroys the soul. While Gamigin seems to derive some satisfaction from the power transfer, the true beneficiary is the Abyss itself, which grows stronger with each consumed soul. Some claim that Gamigin is not truly a demon prince, but rather a puppet—the Soulcounter didn’t dominate a layer of the Abyss so much as the Abyss dominated him. The studious Gamigin wears the robes of a scholar and bears a volume known as the Spirit Ledger at all times. His sole weapon is an oversized

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brush, which he employs to paint disastrous symbols upon the air in front of him when threatened by enemies. At his command, the brush can transform into a scythe. Gamigin has the head of a horse crowned by an impressive array of antlers. The Jagged Tor of Final Reckoning is little more than a massive stone citadel situated upon a mile-tall mesa formed of knotty, mutant flesh. Noxious clouds poisonous even to demons hug the layer’s floor far below. Rumors of qlippoth infesting this occluded realm have never been substantiated. Gamigin’s citadel features endless hallways open for several stories. Huge, meticulously arranged bookcases line the walls. Records of every soul ever to pass into the Abyss, as well as the fate of those souls, can be found within these cases, but Gamigin seldom allows strangers to peruse his records. His books show the current location of every creature in the Abyss, and he is well aware of the value of that information. Seventeen chambers contain treasure and material wealth granted to Gamigin in exchange for information on countless demons and mortal souls. He does not revel in this wealth, but he does take enormous pride in it and would prefer to see its growth continue. Gamigin’s followers on the Material Plane consist largely of liches or spellcasters well on the path to lichdom. Such beings have little use for the type of deals demon princes tend to offer. As undead creatures, their souls remain locked between the mortal world and the afterlife—safe, in a sense, from the attentions of demons. They approach Gamigin as equals, for he knows more about how to protect one’s soul than perhaps anyone in the multiverse. The Soulcounter’s cult is much more refined than the vile religion of Orcus, one of the most powerful demon princes in the Abyss. The rivalry between Gamigin and Orcus goes back to the rise of the demons, when each battled for greater influence over undeath. Gamigin lost that fight, ceding (for the most part) the administration of undeath on the Material Plane to his hated foe. Should Orcus show signs of weakness, however, Gamigin is more than willing to assume that coveted role.

Obedience

In an effort to better understand the process of death and the mindset of the undead, thaumaturges in service to the Soulcounter engage in a daily ritual few outsiders find watchable. Using specially prepared pins, oils, and unguents, the thaumaturge mortifies a one-inch-square portion of his own flesh (usually, but not always, on some part of his body normally covered by clothing). The process takes several days to complete (though it need only be done once), but eventually the dead flesh begins to rot, becoming infested with maggots and parasites. During the obedience ritual, the thaumaturge removes a maggot from his own dead flesh and pushes it into his eyesocket, allowing the tiny creature to wriggle around next to the eyeball. By doing so, he believes he gains insight into the world beyond the mortal realm. After a few minutes of exploring the thaumaturge’s eye cavity, the maggot melts into his interior flesh, replenishing the spellcaster’s daily complement of spells.

Haagenti The Ultimate Alchemist

Layer: Cerebulim—The Hermetic Horizon Areas of Concern: Alchemy, wealth, transmogrification, experimentation, progress, creation of artificial life Domains: Change, Chaos, Earth, Evil Favored Weapon: Dagger

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To transmute lead to gold or mold flesh like clay is to achieve the divine. The modern alchemist is the inheritor of a proud, ancient tradition that seeks

ultimately to elevate mortals to the station of divinity by giving them power over the earth and over life itself. When base metals become precious by the application of sacred chemicals or when weird liquids and complex gestures ignite the spark of life in an artificial being, the alchemist has transcended mortality and has become a god of his own creation. Nothing must stand in the way of the alchemist’s pursuit—not morality, family, love, friendship, or the boundaries of propriety. Scientific advancement directs the alchemist’s every move. Consequences are irrelevant to the forward march of progress. So holds the lore of Haagenti, and his teachings have great allure for arrogant scientists who would crown themselves enlightened victors over the bloodied corpse of traditional, repressive religion. The Ultimate Alchemist appears as a great amber bull with smoldering red eyes that seem to pulsate with the beating heart of the natural world. His raspy voice echoes like wind through abandoned mines, recollecting the toil the uneducated must endure to achieve material wealth. Two great feathered wings, similar to those of a griffon, emerge from Haagenti’s powerful back, representing the limitless bounds to which an alchemist might ascend if he successfully navigates the path to godhead. Haagenti’s personal Abyssal layer, Cerebulim, teems with the fruits of his followers’ labors. Evidence of scientific progress abounds in the form of cyclopean metal buildings, fantastic vehicles of transport that convey demons and souls alike at frightening speeds, and weapons of unthinkable power that project alchemical bullets with the force of a hundred crossbows. All such technology, however, bears some sign of its terrible cost. Wailing mortals perch like gargoyles atop awe-inspiring skyscrapers and mourn as they consider their own intestines and vertebrae, hardened through arcane procedures and used as cable and mortar to strengthen the structural integrity of the towers upon which they sit. Putrid, cloying smoke plagues the air, blotting out natural light and giving the layer an acidic smell. Vast herds of mortals abducted from the Material Plane clog sanitariums and hospitals, where they are sliced apart by workman-like, analytical doctors and scientists searching for the means to prolong life, no matter the cost of the research. Termed the Hermetic Horizon, Cerebulim gives a glimpse of a technological future unfettered by moral or ethical limitations upon progress.

and the tail of a hare. Actors often paint such a figure onto their tents and stageworks, waving their demonic affiliation under the noses of appreciative fans who see the animalistic image as a simple caricature meant to please children and the simple-minded.

Obedience

The Festive Everlasting possesses an air of idyll, but a competitive desperation permeates the theatrical atmosphere, noticeable to all who know to look for it. At the end of each three-hour performance, the crowd displays by show of applause its appreciation for each actor in turn. The five entertainers (out of about seven hundred) adjudged to have engaged in the worst or least memorable performance are erased from existence, their souls totally consumed by the Abyssal stage upon which they stood only moments before. Those actors who survive a year on the stage join the jeering crowd as demons, only slightly more sympathetic to the plight of the actors than the catty, demanding drama critics sitting next to them.

Thaumaturges dedicated to Haagenti engage in a daily obedience known as the Divine Experiment. In this ritual they attempt, through the use of quicksilver, to separate gold and silver from the “native matrix” of some base substance (ranging from lead to elven flesh). Each day they must perform the ritual upon a new material. After doing so, the alchemist must write his observations upon a perfectly square piece of parchment, which is then burned, transferring all that he has learned to a great depository of knowledge on Cerebulim. At the end of the hour-long ritual, the thaumaturge’s spell complement is replenished. The ritual consumes about 3 gp worth of materials per day. Such materials are easily attainable in any settlement large enough to be considered a town (see the DMG for more details on settlement sizes). Note: Thaumaturges dedicated to Haagenti treat Craft (alchemy) as a class skill. They often create one or more homunculi to act as personal assistants.

The Festive Everlasting, Ipos’s bizarre Abyssal realm, resembles an immense outdoor theatrical festival held in a beautiful vale lit by an early afternoon sun. Eager souls play the part of groundlings near the plane’s thirty-three connected stages, while a host of demonic nobility flock to the bleachers and private boxes. The entertainers themselves are recently deceased actors, sworn to Ipos during mortal life, who revel in the chance to perform for all eternity. Hawkers of pleasures both simple and sublime roam the crowds, ensuring that all present sate themselves upon some sort of mind-enhancing (or occasionally mind-numbing) concoction.

Ipos’s decadent doctrine appeals to sensualist performers who live for the false existence they portray upon the stage. Boiling down the whole of mortal experience to the familiar rules of performance makes sense to such bon vivants, who generally don’t think far beyond making an impression upon the everpresent crowd. Ironically, such performers eventually disdain their audiences, seeing them as constantly demanding “mundanes” whose rigid ways allow them to live only through observing those willing to assume roles that they cannot. Performers sworn to Ipos pity those who have but one face,

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Followers of Haagenti generally pursue tripartite goals: discover a process of transforming any metal to silver or gold; uncover an elixir to extend life indefinitely; and create artificial life in the form of constructed beings. The very concept of change fascinates them, as any transformation from one form to another might hold the key to attaining their sacred alchemical goals. Their stated ambition—to become divine through transformative power— predictably outrages members of more conservative religions, who hold that certain practices by their nature fall outside the realm of mortals. True practitioners of the faith exhibit a great deal of medical and alchemical skill, however, and can be of great assistance to those who don’t know or care to know exactly how they gained their helpful knowledge. Haagentian alchemists view charlatans as a serious threat to their respectability, and persecute them to the best of their ability whenever possible.

Ipos

Lord of Masques

Layer: The Festive Everlasting Areas of Concern: Actors, comedians, entertainers Domains: Chaos, Eloquence, Evil, Trickery Favored Weapon: Rapier Throughout the mortal realm, certain sovereigns ban actors from entering their cities or performing in their lands. Men and women of loose morals and even looser reputations, actors receive treatment similar to that given lepers or heretics in some quarters. The craftiest find secret patronage from members of the effete nobility; the unlucky end up in stocks or worse. If more rulers knew about the decadent cult of Ipos and its pervasive popularity among performers, the actor’s lot might be even harder. Instead of scrounging to find an appreciative audience, she might find herself before a much more hostile group of spectators—a mob of torchbearing zealots just itching to cast her into the flames of redemption. The cunning Ipos whispers knowingly to his enraptured audience of performers that life is but a grand production, that “identity” is nothing more than a role to be cast away at a moment’s notice when necessary for the plot of life to proceed to another act. While this philosophy encourages useful lessons of reinvention and discourages mulling over failure, it also teaches a disdain for morality: If nothing is truly real, there can be no consequences for one’s actions. To ensure that their performances are memorable (for to make no impression at all is the greatest of mortal failings), followers of the Lord of Masques will cross any line. No sin is too perverse, no risk too great that it can’t be endured for the sake of the show. As befits his title, Ipos can assume numerous forms, ranging from a terrible draconic beast to a simple dung-covered pauper. He seems to favor one guise in particular, however—that of a tall, well-dressed rake with a lion’s head, the feet of a goose,

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but one voice, but one role to offer the world. Theirs is a much more vibrant experience, leading to much more fulfilling applause in the afterlife. Amoral bards adore the Lord of Masques.

Obedience

Thaumaturges dedicated to Ipos spend their obedience ritual reciting from memory the great monologues of the theatrical tradition. Often, such monologues parody the liturgy of established religions, replacing matters of honorable ritual with references (and frequently pantomimes) of the most disgusting vices imaginable. Though by no means required for the ritual to work, Iposian thaumaturges prefer to practice their obedience before an audience. At the end of the hour-long performance, the thaumaturge regains his spell complement for the day. Note: Thaumaturges dedicated to Ipos treat Perform as a class skill.

Marbas

Master of Fetid Change

Layer: The Soaking Canyon of Malignancy Areas of Concern: Disease, mutation, tumors, the deformed Domains: Change, Chaos, Disease, Evil Favored Weapon: Quarterstaff Strip away the artificial strictures of civilization, challenge the “laws” of nature, cast off the limitations of mortal imagination that force all things into easily understood categories, and you reveal glorious chaos. The only true universal constant, chaos gives animating force to life, determines the fates of all living things, and guides the progression of time. According to the teachings of Marbas, Master of Fetid Change, that which openly proclaims its allegiance to chaos is closer to universal truth, unfettered by restrictions and free to float effortlessly and painlessly upon the undulating surface of fate. The deformed, diseased, and ugly, being variations of the norm, are the ultimate mortal representatives of chaos and should be honored as the harbingers of a new era in which chaos reigns eternal. In certain texts, Marbas is referred to as Barbas. The Master of Fetid Change appears as an evershifting mass of tumorous flesh covered in crooked horns and misshapen mouths. Foul odors spew from numerous sphincters positioned randomly about its body, and enormous orifices and powerful internal organs allow Marbas to process what it has eaten (usually enemies) in an instant, spewing the remains upon itself in a torrent of bile.

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Planar scholars know Marbas’s personal layer as the Soaking Canyon of Malignancy, a ghastly series of rifts and gulches composed of walls of constantly growing mutated tissue. Cancerous ichor seeps slowly from countless crevasses at which different types of flesh conjoin, pooling upon the canyon floor to form coagulating streams of reeking fluids. Oozes and molds dominate the layer’s moist corners, while ravenous chaos beasts roam on rare islands of solid ground. Marbas itself dwells in a confounding series of caverns known as the Dripping Darkness, a catacomb of oozing filth and digestive juices that can be harvested and used as the basis for potent magical

elixirs. The odious demon lord Merihim (see Chapter 4: Creatures of the Abyss) stands guard at the gates of this unusual underworld, smothering would-be interlopers with his fleshy appendage tubes, which spew forth a multitude of disease-inducing vapors. It’s difficult to guess what exactly attracts adherents to the Cult of Putrid Virtue, as Marbas’s worship is known, but all who swear allegiance to the prince share an appreciation for the uglier things in life. Many bear the scars of infection or suffer from some birth-related deformity, so perhaps the acceptance and honor they find within the cult makes up for the years of mistreatment by their “normal” fellows in society at large. Regardless of their motives for joining, most cultists display a level of fervor best described as fanatical. They will go to any lengths to locate and obtain information on new diseases (the more grisly and disgusting the symptoms the better) and to kidnap deformed children to be raised as exemplars of the Marbasian way of life. Many such children die, at which point followers of Marbas get surgical, grafting dead “freak flesh” to their own in an attempt to further deviate from the accepted norm. Devotees of Marbas view themselves as protectors of the defenseless ugly and diseased, celebrating the unsightly aspects of life that others would see healed, fixed, or eradicated. They know well the resentment and fear felt toward them by those who do not share their afflictions, and hope that by spreading disease and mutation they will in turn spread a greater understanding of their own plight.

Obedience

Each morning, thaumaturges in service to the Master of Fetid Change spend an hour in ritual self-scarring and body modification, often grafting the dead skin of their enemies to their own. Normally, such skin becomes gangrenous within a few days, but if taken from a deformed or diseased victim, it remains healthy so long as the thaumaturge tends to it at least once a week during the obedience ritual. While such modifications never provide a physical benefit (such as gaining an additional attack by grafting an extra “ugly” arm), they do much to enhance the thaumaturge’s unsettling presence. At the end of the ceremony, the thaumaturge’s daily spell allotment is replenished.

Nocticula Princess of Moonlight

Layer: Ablinikarn, the Evershifting Vale Areas of Concern: Women, dark fey, the natural world, psychotropic drugs, earthy sensuality Domains: Chaos, Evil, Healing, Luck, Plant Favored Weapon: Sickle A woman’s empathic mind and bodily cycles hold the key to understanding the mysteries of the natural world. According to Nocticula, the sensual

Nocticula frequently appears to her worshipers in hallucinogenic visions as a voluptuous wild woman with dried mud between her toes and a feral look in her deep brown eyes. The wry smile of her full lips reveals cunning intelligence and guile, and while she sometimes clothes herself in leather pants or a thick fur cloak, she prefers to travel as naked as the animals who inhabit her beloved wild spaces. She paints simple circles and lines upon her face, chest, and stomach, using natural dyes to accentuate her pale complexion. She resembles a mortal human more than nearly any other prince of the Abyss, but her form occasionally morphs slightly without warning, and a dim, rapidly fading trail of light follows her every movement. Nocticula loathes the devil queen Antaia, a powerful devil who inhabits the Fourth Circle of Hell and who passes herself off as a patron of witches on the Material Plane (see page 145). True, Antaia’s doctrine distances her followers from the gods and hence furthers the corruption of their souls, but the Princess of Moonlight finds the devil’s rigid teachings a betrayal of the primal, chaotic force of nature that motivates true witches. Her greatest ally is undoubtedly the demon prince Socothbenoth, who as patron of prostitution and eroticism shares her zest for sensual living. That he also happens to be her brother only serves to strengthen their powerful bond. A Sister Sensate in the full embrace of nature’s image-inducing powers sees a world in constant change. Such is the case with the Evershifting Vale, Nocticula’s forlorn, enchanting personal layer of the Abyss. There, in clearings ringed by autumnal trees, feminine demons and female souls join in common adulation of nature, painting their naked bodies with mud and dining upon psychedelic fungus a hundred times more potent than the most powerful drugs of the Material worlds. The layer itself warps, quivers, and shakes as if controlled by a mad, narcotic dream. Succubi generally manage individual covens in the Vale, while the insidious alrunes (see the entry in Chapter 4: Creatures of the Abyss) serve as Nocticula’s personal agents of vengeance, a service that often takes them far from the Abyss. Nocticula’s cult is strongest in rural areas; many tribal or village wise women secretly honor her, and evil-aligned fey sometimes venerate the Princess of Moonlight over the queen of their own dark faerie court. Though the Sisterhood comprises females exclusively, the cult is far from dedicated to misandry. Nocticulans believe that men serve important roles in the wholeness of the natural world but that they cannot achieve complete understanding, with or without the aid of hallucinogens. Most of the order’s more sensual ceremonies require the presence of at least one man, however, and several sympathetic males assist the cult whenever possible. Though her female thaumaturges vastly outnumber males, Nocticula welcomes members of both sexes to swear their eternal souls to her in exchange for thaumaturgical powers. Should a Nocticulan learn of a man who has physically or sexually abused a woman or girl, however, she enlists the aid of her sisters to rain down merciless retribution upon him, often inviting the victim to join the Sisterhood after the man who has wronged her has been dealt with appropriately. What strikes a Nocticulan as “appropriate” often seems downright vicious to outsiders. The Sisterhood’s reliance on torture and mutilation tears a wide rift between it and other feminine nature cults, who view Nocticulans as drug-addled psychopaths whose propensity for whimsy makes them no less frightening and dangerous.

Obedience

Once per day, thaumaturges in service to Nocticula ingest a small quantity of psychedelic plants or fungi, seeing in the resulting hallucinations the

blessed, unholy instruction of the Princess of Moonlight. Generally, thaumaturges can locate a suitable plant with a successful Profession (herbalist) check (DC 10). If walled within a city or otherwise unable to find the appropriate material, a thaumaturge may purchase a daily dose for 10 gp. At the end of the ritual trip, the thaumaturge’s daily spell allotment is replenished. Note: Nocticulan thaumaturges treat Profession (herbalist) as a class skill. The witch class from Green Ronin’s Witch’s Handbook can also be used for followers of Nocticula. The infernal witch prestige class, from the same product, is also quite appropriate.

Raum

Harbinger of the Apocalypse Layer: Dizalakine, the Gate of Entropy Areas of Concern: Finality, extinction, the future Domains: Catastrophe, Chaos, Evil, Prophecy Favored Weapon: Quarterstaff Raum was born a full-fledged demon prince in the future, a breath before the multiversal apocalypse eagerly awaited by followers of Abaddon and Astaroth. Since then, he’s aged in reverse—as time passes, Raum becomes more knowledgeable about the future that only he has experienced. Always honored as a herald of the coming doom and a patron of hopelessness, Raum’s unique perspective on things to come has of late made him a paragon of prophecy. Soothsayers, prognosticators, and fortune tellers turn to Raum for information about the future—which he’s willing to share, for a price.

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Princess of Moonlight, women alone possess the power to experience nature as it is meant to be experienced—a gloriously chaotic panorama so complete in its majesty that it cannot be fully appreciated by the mortal mind. Nocticula’s earthy cult, the so-called Sisterhood of Sensates, believes that the mind-altering properties of certain plants and fungi, coupled with the chemicals of a woman’s body, can grant higher understanding of the limitless possibilities presented by nature’s hidden landscapes. Members gather in secluded vales under the cover of moonlight to revel in erotic frolics enriched by the liberal ingestion of psychedelic drugs. To most, they represent harmless would-be faeries obsessed with self-indulgent pleasures. In fact they are members of a relentless, widespread cult whose deep perception of the natural world gives them a powerful advantage over their enemies.

The Harbinger of the Apocalypse obscures himself in voluminous gray robes, which hide a deteriorating form that grows more decrepit with each passing year. Raum doesn’t understand why he’s aging, but he expects to fade from existence entirely within the decade, and the suspicion that he has not yet fulfilled the “purpose” of his creation now drives virtually all of his decisions and actions. After centuries of contemplation, he’s come to the conclusion that he was created by the Lords of Good to prevent the apocalypse as a sort of “sleeper” agent within the Abyss. His preferred means of doing so, however, reveals his chaotic evil nature. Raum hopes to use his knowledge of future catastrophes to trigger an apocalypse in the present—a suicidal bid to prevent himself from ever having existed in the first place. The multiverse would be destroyed somewhat earlier, but at least Raum would have prevented the later annihilation of all that is. Further, by erasing himself from creation he could be absolved of the sin of wiping out the multiverse. Already heavy with the guilt of being involved in any apocalypse at all, Raum views the absolution of nothingness as the only reward worth fighting for anymore. He long ago stopped active defense of Dizalakine, his personal layer of the Abyss. No demonic armies guard its gate and borders, and the prince exerts none of his energies fortifying the layer’s natural defenses. The place would be completely overrun by invaders if not for the fact that Dizalakine offers nothing to its occupier—no cities, no resources of great (or even modest) value, and no indigenous life worth stealing or enslaving. Forlorn, windswept, and ignored, the flat plains of the so-called Gate of Entropy stand awaiting a new lord, passed over time and again by would-be usurpers simply because the current tenant allowed things to get so bad that the dregs are hardly worth bothering with. Raum himself occasionally strolls the darkened plains, crying softly to himself while engaging in sad conversations with remembered friends who have yet to be born. Among the mad are some who have not so much lost their minds as touched upon a piece of information or vision of truth that forever changes the way they view the world. Often the madness manifests as strange voices, hallucinations, or paranoia. Sometimes it instead produces visions: hazy, half-understood images of the future. Those lunatics whose predictions bear fruit are known as Children of Raum, in homage to the demon prince’s double patronage of the future and hopeless causes. The Children (those sane enough to function in society, at any rate) dominate Raum’s cult, which also teems with seers and fortune tellers, including a fair number of charlatans. Few openly admire the Harbinger’s apocalyptic goals (naïvely viewing these as a “minor” aspect of his patronage), but all

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adore chaos and anarchy. They frequently spur on natural and political catastrophes, directly in service of Raum or because it’s simply their nature to do so.

Obedience

A thaumaturge in service to Raum must perform a daily card reading for one other sentient creature. The process takes at least an hour, at the end of which the thaumaturge chooses one random card from a 22-card subset to represent the “fate” card for the subject of the reading. (Use the Major Arcana of a modern Tarot deck to simulate decks specific to your character.) The card is seen as ominous, though the process does not in fact appear to be magical. After showing the card to the subject, the thaumaturge smears it in black ash and tears it in two. If the Death card is drawn, the thaumaturge must earnestly attempt to kill the subject within 24 hours or lose all spellcasting ability for 1d4 days. (Few Raumian thaumaturges advertise this aspect of their service.) When all 22 cards in the subset have been torn, the thaumaturge must replace them at a cost of 2 gp per deck. At the end of the reading, the thaumatuge’s daily spell allotment is replenished.

Sabnach The Wormworn Protector

Layer: Restarion, the Rotting Palace Areas of Concern: Cities, walls, protection, vermin, disease, laziness Domains: Chaos, Disease, Evil, Protection Favored Weapon: Heavy pick Sabnach is unusual for a demon prince in that he is honored widely in an aspect that only touches on his true nature. At the most superficial level, masons and architects view him as embodying protection through edifice, a brilliant extraplanar strategist who urges the strengthening of walls and reinforcement of natural defenses as the best fortification. More canny practitioners of the masonic arts know Sabnach represents the duality of fortifications and the natural forces of decay that work against their permanence. Walls and redoubts are sworn to the Wormworn Protector in hopes of prolonging their longevity and protection while at the same time recognizing (and hopefully placating) those natural forces that might work against them. Walled cities, the most obvious symbols of Sabnach’s teachings, represent the apogee of mortal achievement in the masonic arts, and hence Sabnach has gained a role as a patron of civilization.

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Devotees of the most perverse, most genuine aspect of Sabnach’s cult, however, know that the demon prince urges the construction of walls and

the development of cities because he also gains power from disease and laziness. The spread of civilization into wild lands brings with it a glorious promulgation of diseases upon the virginal landscape. They believe the safety of cities breeds overconfidence and laxity of defense, which in turn results in more prayers to Sabnach, as the desperate hope to make up for their masters’ oversights by making ill-considered pacts with the underworld. Whether the city stands tall or is threatened by barbarians, Sabnach profits. Sabnach has three favored forms, using each to communicate with a distinct body of followers. Those who honor the Wormworn Protector as a guardian of fortifications see him as an elegantly aging, heavily mustached human gentleman in well-crafted but battle-worn armor. Those who praise his civilizing aspect see a similarly armored figure, but with a thickly maned feline head. Sabnach’s most devoted followers, who know his true agenda, see him as a gargantuan, corpulent rat sitting atop a mound of shattered columns. All three forms bear a simple iron crown atop their heads. The whole of Sabnach’s small Abyssal layer is taken up by Restarion, doubtless one of the largest castles in the multiverse. For millennia, the Wormworn Protector and the souls and demons sworn to him have toiled upon the unthinkably huge fortress. The work has gone on so long that portions of the castle have fallen into utter disrepair while construction begins on brand new levels and towers miles away. So much of Restarion has decayed that the castle has become known as the Rotting Palace. Tiny worms infest the entire fortress, tunneling their way through wood and stone and weakening the whole. Rats (normal, dire, and fiendish) roam Restarion with impunity, spreading so much disease throughout the fortification that the entire layer is harmful to those not immune to illness. Sabnach favors hezrou and nalfeshnee guardians, who protect the castle as best they can from the adventuring souls and mortals drawn by legends of fabulous treasure chambers secreted beneath Restarion’s ever-increasing bulk. To the average observer, Sabnach appears to have very few devoted followers, although incantations are often said to him even by clerics of other faiths to bestow protection upon a given locale or to bless a newly built redoubt, wall, or battlement. In fact, Sabnach’s cult thrives in the cities of the mortal world, spreading disease and sloth under the shadows of civilization. Those advocating the expansion of city walls or national borders to include substantial wild lands, those pressing for more construction and the accommodation of more serfs and refugees within the populace of the city, and those calling for innovation and industry at the expense of the natural world—all speak, intentionally or not, with the voice of the Wormworn Protector. Many cultists infest municipal government, often forming “secret societies” of tradesfolk to effect slothful city life and expand civilized borders through aggressive trade and exploration. Followers of Sabnach honor

Obedience

A thaumaturge in service to Sabnach must spend an hour devouring live rats or vermin. Earthworms are a favored delicacy, and it is considered a good omen for an earthworm to crawl from the thaumaturge’s mouth, up through his throat, and out the nostrils. At the end of the ritual, the thaumaturge’s spell complement is replenished.

Seere Patron of Portals

Layer: The Final Highway Areas of Concern: Travel, worldliness, caravans, black markets, monoculture Domains: Chaos, Evil, Knowledge, Travel Favored Weapon: Quarterstaff A common philosophy holds that the world is inherently lawful—all things are situated at a specific, set distance from one another, for order is the true nature of the Material Plane. The Patron of Portals and his followers specialize in bending those “absolute” distances, carving literal wounds in the world by traveling from one place to another via the most destructive means possible. The hand of Seere can be seen when a new road cuts through unspoiled wilderness, when a wealthy merchant installs teleportational portals in two cities, maximizing profit by cutting out dozens of middlemen, and when a native people are, through exploration and exploitation, absorbed into the common culture of the civilized world. Like his allies Sabnach and Socothbenoth, Seere bears a somewhat human appearance, perhaps to appeal to the civilized folk of the settled world. The Patron of Portals stands roughly seven feet tall, with short red hair and two twisting horns peeking from his angular forehead. He otherwise resembles a normal human and often is seen riding upon a pale horse. Seere prefers to dress in the most stylish fashions of high society, favoring tailored coats and elaborate capes that grant him the appearance of a wealthy merchant. He walks with a slight limp, supporting himself on a mighty traveler’s staff. Seere’s confounding layer of the Abyss, known colloquially as the Final Highway, is a void partially filled by a twisting path of hard-packed earth that winds throughout the layer and is visible from every point within Seere’s realm. At times the road stretches up a great distance, as if traversing a great hill. Such hills, however, don’t exist anywhere beyond the surface of the road itself. Those who fall from the path (or, as is often the case, are pushed from it) fall for eternity unless they slam into another part of the highway far below. Souls sworn to Seere or captured by his agents roaming the Howling Threshold believe that the road has an end, and that those who reach it pass the test of the Patron of Portals to achieve enlightenment and pass on to some sort of Abyssal paradise. It’s a sham—the road extends for eternity before looping back upon its start (no one has ever made it so far), but Seere does nothing to disabuse his subjects of their lofty goals. Of course, the majority of these folk are chaotic evil, so the typical dangers of the road—highwaymen, corrupt checkpoint guards requiring fees for passage, and even wandering creatures (in the form of flying beasts who emerge from the void)—are even more dangerous on the Final Highway than their counterparts on the byways of the mortal world. Seerians believe that the physical growth of civilization necessitates the absorption of native cultures into the greater body. Small elements of absorbed societies thus eventually come to be observed by the populace at large, infusing the common culture with disparate elements in a cacophonous paean to chaos. By “infecting” civilization with a multiplicity of hard-dying philosophies and belief systems sprung from the corpses of conquered lands, progress weakens society’s overall reliance on law. And with the inevitable weakening of laws, crow Seerians, the groundwork is laid for the advancement of evil. Seerians do their part by organizing trade caravans and expeditions, hoping to turn up areas rich in resources for later exploitation. In the wild they act as guides, and in cities they often serve unscrupulous merchant companies, enhancing their ability to damage the

world and displace native peoples simply for the joy of turning a buck. Whenever a thaumaturge in service to the Patron of Portals teleports (either via his own magic or a spell cast by another) he appears at the destination standing in a shallow pool of deep red blood—a wound torn into the sacred order of the natural world.

Obedience

To replenish his spells, a thaumaturge in service to Seere must beat a sentient creature to death with a walking stick (the thaumaturge’s quarterstaff suffices for the task). Thereafter, in a process that takes an hour, the thaumaturge dips his hands in the creature’s blood and coats his staff with its leavings. Since it’s often dangerous to murder randomly, many thaumaturges abduct children, halflings, goblins (and other creatures of little importance) for this grim task, keeping them in a vast dungeon just for the sate their unholy masters.

Shax

The Great Crippling Gaze Layer: Charnelhome Areas of Concern: Mutilation, lies, murder, audacity Domains: Chaos, Crippling, Evil, Subterfuge Favored Weapon: Dagger

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worms, vermin, and rats as the natural agents of their liege and do whatever they can to avoid harming such creatures. Those thaumaturges who summon a familiar generally choose a rat or some type of vermin.

Some demon princes concoct intricate philosophies to trick mortals into following them to eternal damnation. Shax, a ruthless Abyssal sovereign, makes no such claims of altruism. His liturgy holds that the body of a sentient creature is a microcosm, a living symbol of the greater universe. The secrets of the world are hidden in veins and subcutaneous tissue, and he who releases those secrets by opening the flesh exerts ultimate power upon that microcosm, in a sense attaining a sliver of the divine with the slash of a scalpel. Devotees refer to cutting up their victims as “achieving the demiurge,” deifying the moment at which they transcend mortality with their hands buried wrist-deep in cooling organs. The philosophy’s utter lunacy appeals to the criminally insane, who are thankfully rare, but a more significant threat has developed within the last decade. After wallowing in obscurity for centuries among the wailing, mad souls consigned to his Abyssal home, Shax decided to raise his profile. His demonic servants ensured that his philosophy made its way to disaffected young human nobles in various cities throughout the mortal realm. These men and women have brought Shaxan doctrine to their decadent friends and slake their overwhelming boredom by embracing the teachings of the demon prince. The nobles are lurid sensualists who fancy themselves as having discovered a great new philosophical frontier in the mutilation of flesh. They murder vagrants in the night, undermine local institutions of order, and get away with it in style. As their infamy spreads, so too does their influence. Shax, it would seem, has finally come into his own. Shax appears as a powerful humanoid with stork-like legs and the head of a dove. He seldom wears a shirt, and prefers to be covered from head to toe in blood. He wields a number of prods, saws, and blades in combat, often favoring whatever will inflict the most gruesome wounds upon his enemies. When conversing, Shax speaks with a hoarse voice that makes a painful experience of listening to his depraved ravings. His completely black, avian eyes reflect an insane vacancy—it’s impossible to read Shax’s emotions by looking into those stolid pools of darkness. Known as the Great Crippling Gaze for the unsettling nature of his eyes, the demon prince prefers screams over parley, the dead over the living. Rusted, filth-soaked gurneys trundle along the cramped hallways of the Charnelhome, Shax’s Abyssal domain. Pushed along by vacuous dretches, the gurneys hold the whimpering bodies of tortured souls who lie quivering in thin puddles of blood, bile, and festering guts. Floating balls of continual flame shed harsh illumination upon tile walls marred with the sticky leavings of life. There are no exits or windows in the Charnelhome, no evidence that the layer exists beyond its grim interior. Hideously eviscerated and lobotomized souls aimlessly wander the endless hallways, absently looking for some sort of half-remembered life beyond the hellish sanitarium. Those souls who honored the Great Crippling Gaze in life serve the prince not as victims but

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as surgeon-philosophers who carve into their “patients” with academic zeal. Shax houses himself at the center of the structure, reading the reports of his inferiors and chuckling with raspy glee. Upper-class followers of Shax will do anything to anyone, simply to get off on something they’ve never seen before. They often gather in intimate social clubs to carefully plan their attacks, then retreat to sympathetic cafés where, bloodied, they lock themselves in private rooms, regaling each other with tales of their own horridness while inhaling narcotic smoke from imported hookahs. Ruthless and sociopathic in the extreme, this new breed of Shaxans use political and familial connections to add an element of intrigue to their dark dealings. The old school carries on, regardless of the new attention from the gentry. With Shax’s wicked approval, these babbling, incoherent lunatics struggle to fight back arousal while gutting unfortunates with broken bottles and cast-off bits of sharp metal, confident in the efficacy of their oldfashioned philosophies.

Obedience

To regain his daily allotment of spells, a thaumaturge in service to Shax must perform an autopsy upon a creature killed within the past 24 hours (usually one the thaumaturge has killed himself, but this is not a strict requirement). Shaxan thaumaturges prefer to muck around inside the corpse with their bare hands, believing that the sensation of physical contact improves the divine connection and bringing a bizarre sensuality to the affair. After the hour-long autopsy, the thaumaturge regains spells as normal. Note: If you are using the Knowledge (anatomy) skill from Green Ronin’s Secret College of Necromancy, Shaxan thaumaturges gain it as a class skill.

Socothbenoth

Patron of the Tents and Tabernacles of the Daughters Layer: The Cathedral Thelemic Areas of Concern: Sexual perversion, prostitutes, taboos, exploration Domains: Chaos, Evil, Pleasure, Trickery Favored Weapon: Whip

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Devotees of the demon prince Socothbenoth follow a philosophy that urges exploration and exploitation of sexual taboos as the truest manifestation of natural law. According to their increasingly popular views, that which feels good is good, simply because nature wills it so—no sexual fetish can be wrong if it brings pleasure to the person indulging in it. Taboos, as strictly mortal inventions, are to be cast away as blights on the face of nature, an

almighty force that governs even the gods themselves. “Do what thou wilt shall be the whole of the law,” according to Socothbenoth’s lurid litany. While his followers generally value the consent of their partners (perhaps to make their beliefs more attractive to would-be fellows), Socothbenoth himself has no such pretensions. As patron of prostitutes and perversion, the demon prince occasionally gives his followers a push in the direction of sublime pleasures that involve crimes such as murder and molestation. Boiled to its core, Socothbenoth’s teachings praise the ecstasy of his followers. Everyone else is just so much flesh. Socothbenoth appears as a handsome, rakish human man with long brown hair and pure white skin. A pair of donkey ears (replete with piercings) jut straight up from the sides of his head, and his face seems perpetually marked by a knowing, seductive smirk. The demon prince prefers to dress lightly in riding boots and leather pants, eschewing shirts to show off the six immense barbells piercing his chest horizontally in a single vertical row. His long, rounded fingernails seem manicured specifically to tease, and an abnormally long tongue occasionally slips out from between his lips, giving him the appearance of a salacious snake. Socothbenoth is known by many names, including Succor-Beloth and Succorbenoth. Nocticula, the sultry Princess of Moonlight, spends a great deal of time at Socothbenoth’s side. The demon prince knows her both as a sister and as a lover—together the two push the limits of depravity in private while presenting a unified, powerful alliance to their numerous enemies. A peaceful idyll of sparse forest makes up the bulk of Socothbenoth’s private Abyssal demesne. Mockingbirds trill innocuous songs as they flutter from tree to tree, stretching their colorful wings in the welcoming light of a warm sun. Small clearings mark the woodland here and there, their soft beds of flowers giving comfort to young lovers fumbling at each other’s clothes. No demons inhabit this outer landscape, and souls and the living alike dwell together in a handful of towns scattered throughout the layer. A towering edifice dominates the center of the forest, giving a name to the whole domain—the Cathedral Thelemic. Decked out with the iconography of dozens of good-aligned religions, the so-called “Church of Free Will” is home to thousands of entrapped souls whose attempts to slake their sexual thirst in life consigned them to an eternity in the Abyss. Under the tutelage of a “priesthood” made up of succubi and incubi, and under the gaze of impassive stone angels, the souls spend every minute of every day indulging in the most prurient proclivities imaginable. No distinction is made between dominant and submissive, violator and violated. The souls have until multiversal oblivion to work out their kinks, and in the eternity of the Cathedral Thelemic, everyone assumes every role eventually. Socothbenoth’s followers are difficult to classify. Most view their faith as an intensely personal matter, often because they first discovered hints of the demon prince’s agenda scribbled in the margins of surreptitiously purchased books of erotic poetry or collections of pornographic woodcuts. Streetwalkers turn to Socothbenoth as a compassionate and approving father figure who views them not just as children, but as prophets of a new age of unbridled expressionism and limitless pleasures. Prostitutes

Those familiar with demonology (both within and without the context of roleplaying games) will no doubt find some of the names in this sidebar familiar. Even the most casual delver into unknowable mysteries is aware of additional resources to discover information regarding the backgrounds, motivations, and cults of these creatures (or beasts very similar to them). A perusal of this book’s bibliography gives a few good starting points for further research. The following summary provides everything you need to create thaumaturges serving these all-too-familiar princes of evil.

Arachnadia Areas of Concern: Poison, dark elves Domains: Chaos, Destruction, Evil, Trickery Favored Weapon: Dagger Obedience: To regain his full complement of spells, a thaumaturge dedicated to Arachnadia must weave a delicate spider web from a length of string. He then wraps the web around a living insect, entwining the bug in a cocoon of thread. The thaumaturge crushes the cocoon in his fingers, smearing the resulting ooze upon his weapon of choice.

Baphomet Areas of Concern: Guardians, minotaurs Domains: Chaos, Evil, Strength, Protection Favored Weapon: Halberd Obedience: Thaumaturges in service to Baphomet spend their hour of obedience standing completely still, staring at the space immediately in front of them. At the end of the ritual, the thaumaturge speaks fifty observations regarding his surroundings into a hollowed-out bull’s horn. After this, his spells are completely replenished.

Demogorgon Areas of Concern: Despotism Domains: Chaos, Evil, Fear, Pain Favored Weapon: Whip Obedience: Demogorgonite thaumaturges renew their spell complement by spending an hour whipping and berating one or more social inferiors. Many experienced thaumaturges rely upon the Leadership feat to attract willing victims from a host of fanatically loyal followers (the thaumaturge’s Leadership score does not change due to maltreatment of his inferiors).

Kostchtchie Areas of Concern: Cold, brutality Domains: Chaos, Crippling, Evil, Strength Favored Weapon: Warhammer Obedience: Kostchtchie’s thaumaturges receive new spells after participating in an hour-long ritual in which they spill the blood of a living innocent upon snow-covered ground. This has the side-effect of limiting Kostchtchie’s cult to cold climes, though particularly crafty thaumaturges employ magic or summoned creatures of cold to cover unfrozen ground in snow before the ritual begins.

Lord of Many Forms Areas of Concern: Oozes, slimes Domains: Change, Chaos, Evil, Pain Favored Weapon: Dagger Obedience: Thaumaturges in service to the evershifting Lord of Many Forms carry a small flask of corrosive acid at all times (see DMG). The acid costs 10 gp to replace if lost. During the hourlong obedience ritual, the thaumaturge submerges a small, severed

piece of a human body (perhaps a finger or nose) in the acid, chanting praise to his Abyssal master as the flesh dissolves.

Orcus Areas of Concern: Undeath Domains: Chaos, Death, Destruction, Evil Favored Weapon: Rod (light mace) Obedience: To regain his spells, a thaumaturge serving Orcus grinds a half-pound of bones from the skeleton of a sentient creature and mixes the granular remnants with water to create a gray paste, which he then ingests.

Pazuzu Areas of Concern: Predators, winged creatures Domains: Air, Animal, Chaos, Evil Favored Weapon: Longsword

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Familiar Demon Princes

Obedience: A thaumaturge sworn to Pazuzu replenishes his spells by stringing the intestines of a freshly killed creature on the branches of a tree or crenellations of a tower (or some other place likely to capture the attention of birds).

Vaz’zht Areas of Concern: Nobility, espionage Domains: Chaos, Eloquence, Evil, Subterfuge Favored Weapon: Bastard sword Obedience: To regain spells, a thaumaturge in service to the Ebony Lord Vaz’zht must cut a small slice bisecting the front of his tongue. He then allows his mouth to fill with blood while thinking about how to eliminate one person who poses a political threat to him. Once his mouth is bursting with liquid, he yells out the name of the enemy in an ejaculation of sound and blood.

Yughooragh Areas of Concern: Scavengers, gnolls Domains: Animal, Chaos, Death, Evil Favored Weapon: Flail Obedience: Yughooraghan thaumaturges must endure a particularly gruesome obedience in order to receive their daily allotment of spells. In a ritual that takes one hour, the thaumaturge devours as much of the corpse of an animal, beast, humanoid, magical beast, or monstrous humanoid as he can. Using only his teeth.

Zhar’Ub-Luur Areas of Concern: Lies Domains: Chaos, Eloquence, Evil, Trickery Favored Weapon: Quarterstaff Obedience: The distrustful thaumaturges of Zhar’Ub-Luur regain their spells through a ritual in which they construct a new identity for themselves. Writing falsified information about this individual in a volume known as the Book of Persons, the thaumaturge ends up with a complete new persona each time he refreshes his spells for the day.

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frequently turn to allied thaumaturges, whose curative spells ease their sacred mission. Enlightened followers spread the word of the Patron of the Tents and Tabernacles of the Daughters, enticing new members to the movement with fetching pouts and nimble tongues. Nature, they claim, honors their indulgences, giving pleasure in return. Socothbenothans (sometimes for fear of reprisal after death) honor the infallibility of natural law above the decrees of the gods, disdaining any who would place morality in the way of sexual fulfillment.

Obedience

To regain his spells, a thaumaturge in service to Socothbenoth must achieve sexual release, either alone or with a partner. Thereafter, he must defile a page torn from the religious canon of a lawful good deity, fold it into an occult symbol, and thrust it into a hermetically prepared fire. At the end of the hour-long ritual, the thaumaturge’s complement of spells is replenished.

Vepar

Master of Angry Waters Layer: Kolopan, the Seething Passage Areas of Concern: Mercantile trade, ocean voyages, slavery, drowning Domains: Chaos, Evil, Travel, Water Favored Weapon: Trident To get anywhere worth going, you’ve got to cross water. When seasoned mariners encounter a storm on the open seas, they call upon the dread lord Vepar in hopes that the demon prince will quell his wrath and calm the violent waters. Below decks, chained “savages” curse his name. They blame Vepar for allowing rapacious slavers to come across the ocean and cart them away from their homelands. Lower still, beneath the frightening waves, massive, many-tentacled sea creatures keep pace with the ship, thanking the Master of Angry Waters for delivering them yet another tasty meal. Vepar appears as an immense humanoid figure with the lower body of a giant fish. His dull gray skin hangs loosely from his powerful skeleton, seemingly awaiting the day when it will slough off as he swims through the depths of the sea. Vepar wears an irregular crown of coral atop his balding head. The headgear pulls and tears at his scalp, releasing thick amber blood of a pus-like consistency. The Master of Angry Waters rarely surfaces, preferring to dwell in the watery depths of his home layer, the Seething Passage, alongside the Slithy Brood, a school of seventy-two hezrou who serve him faultlessly. Immediately upon their arrival at his home layer, souls sworn to Vepar or those harvested in his name from the Howling Threshold find themselves

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packed into leaking vessels with torn rigging, adrift in a nightmare seascape of typhoon winds and hurricane waves. Worse, they usually manifest chained in sweaty, cramped holds, their only companions the screams of other damned souls and the slowly rising pool of water coming in through small holes in the deck. Most drown within an hour of arrival, fueling Vepar’s unthinkable demonic power. The strongest manage to fight their way on deck, wrestling the vessel to a semblance of safety by navigating into the relatively calm eye of the storm. Within the eye, which has a radius of more than ninety miles, those who survive the storm get the pleasure of fighting off ships crewed by other survivors, all in constant battle for the only food available on the entire Abyssal layer—soulflesh. Below, Vepar and his companions squeal with piscine laughter. Very few serve Vepar intentionally, though most who live on the open seas know of him and occasionally toss an offering into the waters in a half-hearted attempt to stave off his villainous attentions. But when gales tear the mainsail from its moorings and waves pound crew off the deck and into the inky waters, lip service often shifts to wholehearted prayers and desperate promises. Vepar isn’t picky, however, and takes his followers wherever he can get them. He’s been known to manifest aboard a ship in the minutes before it goes under, proffering its crew safety in return for their cargo. Sometimes he tells them that they must offer up three of their own to the Abyss before he will calm the waters— Vepar delights in watching formerly tight crews fall upon each other to save their own hides. Rarely, he even allows the three sacrifices to live, casting their betrayers into the seas as snacks for inhuman servitor creatures that dwell below the waves. Slavers honor Vepar as patron of their cruel trade, praying to him to reveal the best naval routes to new lands rife with material and human riches. Vepar in turn thrives on the suffering of the slaves in disease-ridden, filthy cargo holds. He delights in the eradication of “primitive” societies, seeing this as necessary to spread cultures that depend upon sea travel for their sustenance. Once they dominate the world, the Master of Angry Waters intends to visit it personally, demanding tribute from all while holding the trade of every nation in his clawed, rubbery fingers.

Obedience

A thaumaturge dedicated to Vepar always carries the decaying severed head of a humanoid he has personally drowned. To regain his spell complement for the day, the thaumaturge conducts a ritual in which he holds the head under water while chanting prayers to his infernal master. Alternately, he may empty a vial of holy water into the mouth of the head, letting the liquid spill through the open throat and onto his boots. In either case, the ritual takes a full hour. When all of the flesh and hair rots away from the skull, the thaumaturge must replace it by drowning another victim.

Abyssal Dragon Even the mighty dragon is not immune to the corrupting influence of the Abyss. The Abyssal dragon template can be used to make creatures that are either native to the Abyss or have sworn their allegiance to a demon prince. Though the Lords of Good would deny it, there are metallic dragons among the ranks of the Abyssal dragons. Some were trapped in the Abyss and forcibly converted, while others were slowly corrupted by the insidious whisperings of demon princes.

Creating an Abyssal Dragon

Volume 1: Armies of the Abyss

Chapter Four: Creatures of the Abyss

“Abyssal dragon” is a template that can be added to a true dragon (hereafter referred to as the base creature). The template can be inherited or acquired. An Abyssal dragon retains all the base creature’s statistics and special abilities, except as noted here. Armor Class: An Abyssal dragon has blasphemous runes inscribed on its already formidable natural armor. This grants a +2 profane bonus to AC. Special Attacks: An Abyssal dragon retains all the special attacks of the base creature and also gains those listed below. Breath Weapon (Su): An Abyssal dragon gains a new type of breath weapon. It expels a horrible gas infused with the madness of the blackest souls consigned to the Abyss. This is a cone attack that deals 1d6 points of Wisdom damage (Reflex half, base creature’s breath weapon DC). For Abyssal dragons with 20–30 HD, this Wisdom damage increases to 2d6, and for those of 31 HD or more it increases to 3d6. The length of the cone is determined by the dragon’s size, as normal. This new breath weapon is in addition to the base creature’s regular breath weapon attack(s). The Abyssal dragon can choose among any of its breath weapons but still can breathe only once every 1d4 rounds. Smite Good (Su): Once per day per 10 HD (round down) of the base creature, an Abyssal dragon can make a normal attack to deal additional damage equal to its HD total (maximum +20) against a good foe.

Special Qualities: An Abyssal dragon retains all the special qualities of the base creature and also gains demon traits. If the base creature already has one or more of these traits, use the better value.

Smite Law (Su): As smite good, but against lawful opponents.

Environment: The Abyss.

Spell-Like Abilities: 1/day—dispel good, dispel law. These abilities have a caster level equal to the dragon’s age category or the dragon’s caster level, whichever is higher (save DC 10 + dragon’s Charisma modifier + spell level).

Organization: Solitary or pair. Challenge Rating: As base creature +2. Alignment: Always chaotic evil.

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Sample Abyssal Dragon Kolemvax (Abyssal Adult Red Dragon) Huge Dragon (Fire) Hit Dice: 22d12+110 (253 hp) Initiative: +4 Speed: 40 ft. (8 squares), fly 150 ft. (poor) Armor Class: 31 (–2 size, +21 natural, +2 profane), touch 10, flat-footed 31 Base Attack/Grapple: +22/+41 Attack: Bite +31 melee (2d8+11) Full Attack: Bite +31 melee (2d8+11) and 2 claws +29 melee (2d6+5) and 2 wings +29 melee (1d8+5) and tail slap +29 melee (2d6+16) Space/Reach: 15 ft./10 ft. (15 ft. with bite) Special Attacks: Breath weapons, crush, frightful presence, smite good, smite law, spell-like abilities, spells Special Qualities: Blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to electricity, fire, paralysis, poison, and sleep, low-light vision, resistance to acid 10 and cold 10, spell resistance 21, telepathy 100 ft., vulnerability to cold Saves: Fort +18, Ref +13, Will +17 Abilities: Str 33, Dex 10, Con 21, Int 16, Wis 19, Cha 16 Skills: Bluff +28, Concentration +30, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +5, Jump +36, Knowledge (the planes) +25, Listen +31, Search +28, Sense Motive +29, Spellcraft +28, Spot +31, Survival +4 (+6 on other planes, +6 following tracks) Feats: Alertness, Cleave, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Snatch, Wingover

Advancement: As red dragon Level Adjustment: —

Combat Kolemvax’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapons (Su): 50-foot cone, once every 1d4 rounds, damage 12d10 fire or 2d6 Wis, Reflex DC 26 half. The save DC is Constitution-based. Crush (Ex): Area 15 feet by 15 feet; Small or smaller opponents take 2d8+16 points of bludgeoning damage and must succeed on a DC 26 Reflex save or be pinned. The save DC is Constitution-based. Frightful Presence (Ex): 180-foot radius, HD 21 or less, Will DC 24 negates. The save DC is Charisma-based. Smite Good (Su): Twice per day Kolemvax can make a normal melee attack to deal 20 points of extra damage against a good foe. Smite Law (Su): As smite good, but against lawful opponents. Spell-Like Abilities: 6/day—locate object; 1/day—dispel good (DC 18), dispel law (DC 18). Caster level 7th. The save DCs are Charisma-based. Spells: Kolemvax casts spells as a 7th-level sorcerer.

Environment: The Abyss Organization: Solitary or pair Challenge Rating: 17 Treasure: Triple standard Alignment: Chaotic evil

Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—dancing lights, detect magic, ghost sound, guidance, mage hand, read magic, resistance; 1st—alarm, chill touch, divine favor, magic missile, shield; 2nd—darkness, detect thoughts, invisibility; 3rd—dispel magic, vampiric touch.

Alastor

Large Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 11d8+44 (93 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 28 (–1 size, +1 Dex, +18 natural), touch 10, flat-footed 27 Base Attack/Grapple: +11/+22 Attack: Vengeful scythe +19 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or claw +17 melee (2d4+7) Full Attack: Vengeful scythe +19/+14/+9 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or 2 claws +17 melee (2d4+7) Space/Reach: 10 ft./10 ft. Special Attacks: Pronounce sentence, spell-like abilities, summon demons, vengeful scythe Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing Saves: Fort +11, Ref +8, Will +9 Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 15, Cha 15 Skills: Concentration +18, Diplomacy +4, Disguise +16, Gather Information +24, Intimidate +16, Knowledge (the planes) +15, Search +15, Sense Motive +24, Spellcraft +15, Survival +16 (+18 on other planes, +18 following tracks) Feats: Improved Critical (scythe), Improved Initiative, Track, Weapon Focus (scythe) Environment: The Abyss Organization: Solitary, posse (2–5 alastors), or court (1 nalfeshnee and 2–5 alastors) Challenge Rating: 14 Treasure: Standard coins; double goods; no items Alignment: Always chaotic evil Advancement: 12–22 HD (Large); 23–33 HD (Huge) Level Adjustment: —

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Many planar travelers make the mistake of assuming that, because the Abyss is chaotic, the demons who dwell within it have no laws. A consortium of nalfeshnee known as the Magistrate Cabal give the lie to such mistaken impressions, and alastors are their servants.

entrusting the creatures with carrying out whatever sentence it has decreed (almost always that of death). After an alastor has pronounced sentence, its chosen victim can either fight or run away. In the court of the Abyss, there are no appeals.

Armed with magic scythes that ignore the natural protections of demons, alastors strike fear into the desiccated hearts of all but the hardiest demons. Alastors especially hate those who would bring goodness or just law to the Abyss, and they attempt to destroy such interlopers regardless of the decrees of their masters. In addition to the massive scythes carried by all alastors, the more dramatic executioner demons deck themselves in voluminous robes and carry hourglasses, gavels, and other symbols of judgment. Alastors speak Abyssal and Common.

Combat Alastors spend a great deal of time hunting down potential victims, either at the behest of the Magistrate Cabal or for their own amusement. Once a victim has been chosen, they prefer to use greater teleport to take the quarry by surprise. All encounters begin with an alastor pronouncing sentence. (Though the purpose of this ability is to exact vengeance upon the enemies of the nalfeshnee in the Magistrate Cabal, alastors prefer to use it against all of their

Alrune

Medium Outsider (Chaotic, Demon, Evil, Extraplanar)

Spell-Like Abilities: At will—arcane eye, chaos hammer (DC 16), deeper darkness, desecrate, detect good, detect magic, dimensional anchor, dispel good (DC 17), greater teleport (self plus 50 pounds of objects only), lesser geas (DC 16), locate creature, magic circle against good (DC 15), polymorph (self only), produce flame, scrying (DC 16), unholy blight (DC 16). Caster level 11th. The save DCs are Charismabased. Summon Demons (Sp): Once per day an alastor can attempt to summon 1d4+1 alastors or a single nalfeshnee with a 35% chance of success. This ability is the equivalent of a 6th-level spell.

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From a layer called Black Regulus, victims.) Thereafter, it attacks with its these thirteen masked nalfeshnee spell-like abilities and vengeful scythe. Standing as tall as an ogre but possessing the lithe, debate and draft laws that govern An alastor’s natural weapons, as well muscular frame of an athletic human, this creature has dull the behavior of demons, souls, and as any weapons it wields, are treated visitors from the Material Plane alike. mustard-yellow skin and wields a great scythe. Spiky bone as chaotic-aligned and evil-aligned for They then sit in judgment of violators ridges cluster at its elbows, shoulders, and on the back of its the purpose of overcoming damage (who most often are tried in absentia), reduction. lizard-like head, out of which shine bright red eyes.; sentencing many to horrific tortures or gruesome death. To the casual Pronounce Sentence (Su): Once observer (and even some dedicated every 3 rounds, an alastor may point at scholars), the body of law created a single enemy and pronounce sentence upon it by uttering the word “guilty” in by the Magistrate Cabal is contradictory at best, changing on what appears to Abyssal. The target must immediately make a Will save (DC 17). This is a sonic, be the whim of the nalfeshnee. The laws defer to the demon princes, never mind-affecting effect. If the save is successful, the creature cannot be affected seeking to limit their power or influence. Everyone else would ignore the again by that alastor’s pronounce sentence ability for one day. Those who fail Cabal’s rulings like the mad ramblings they are save for one factor: the alastors. immediately drop anything in hand and kneel upon the ground, presenting their necks for a killing blow. A kneeling opponent is considered helpless. The effect If the nalfeshnee serve as the legislators and judges in this bizarre legal charade, lasts 2d4 rounds or until dispelled. The save DC is Charisma-based. alastors serve as the executioners. The Cabal dispatches alastors from their lair,

Vengeful Scythe: An alastor’s weapon is a +1 anarchic, unholy scythe. Further, it ignores the damage reduction of even the most powerful demons (which is one of the reasons even balors fear an alastor on the prowl). The scythe disappears when the alastor dies or if separated from its owner for more than 24 hours. An alastor whose scythe has vanished can magically summon a new one as a full-round action. True Seeing (Su): Alastors continuously use this ability, as the spell (caster level 11th). Skills: An alastor receives a +8 racial bonus on Gather Information and Sense Motive checks.

Treasure: Standard Alignment: Always chaotic evil Advancement: 6–15 HD (Medium) Level Adjustment: —

Hit Dice: 5d8+5 (27 hp) Initiative: +5 Speed: 30 ft. (6 squares), fly 50 ft. (average) In rural lands in the Material Plane, superstitious women create small Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 statuettes of beautiful females known as alrunes. The women pray to these Base Attack/Grapple: +5/+7 figurines, asking them for guidance and protection and sometimes hints Attack: Bite +7 melee (1d8+2 plus contrition) regarding the future in exchange for clothing the statuettes and giving them Full Attack: Bite +7 melee (1d8+2 plus contrition) and 2 claws +5 melee small offerings of food and drink. Most of the time the dolls do nothing, (1d4+1) eventually ending up in some drawer or refuse pile. But when the woman’s Space/Reach: 5 ft./5 ft. life is threatened by a male (most often a husband or relative), the dolls Special Attacks: Contrition bite, dark ligature, spell-like abilities, summon demons sometimes send a signal to the Abyss, warning servants of the demon Special Qualities: Alternate form, damage reduction 5/cold iron or good, princess Nocticula that something is amiss on the Material Plane. darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 15, telepathy 100 ft. These servants, the actual alrunes, serve the Princess of Moonlight as agents Saves: Fort +5, Ref +5, Will +5 of vengeance against patriarchy on the Material Plane and against those men Abilities: Str 14, Dex 13, Con 13, Int 16, Wis 12, Cha 18 who would exploit their familial and political power to bring misery to the lives Skills: Bluff +20, Concentration of women. When called by a woman +9, Diplomacy +24, Disguise praying over her figurine, an alrune +12* (+14 acting), Forgery +11, most often appears as a fetching This creature has the upper body of a beautiful human woman, Gather Information +12, Hide female of the same race as the chosen +9, Intimidate +6, Listen +9, although with stunted bat wings, horns, and deformed, woody male victim. It thereafter insinuates Move Silently +9, Sense Motive arms that end in sharp claws. Her lower body is a distended itself into the life of the man, +9, Spot +9 attempting to seduce him into bed belly split by a prehensile phallus that ends in a yonic maw Feats: Improved Initiative, Multiattack and, ultimately, to castrate and kill him ringed by sharp teeth. Two sets of half-formed appendages as a sign to his misogynistic fellows. Environment: The Abyss grow from the belly, as does a snaking, rubbery tail. Organization: Solitary Once it has exacted vengeance, the Challenge Rating: 4 alrune presents itself to the woman

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who (sometimes unwittingly) called it. It explains that the woman’s tormentor has been dealt with and attempts to bring her into the Nocticulan fold (assuming she does not already belong to the cult). Sometimes, the alrune will remain on the Material Plane to help the woman form a new cult of Nocticula, serving as both advisor and dark priestess. Alrunes speak Abyssal, Common, Elven, Infernal, and Celestial.

Combat An alrune prefers to charm (magically or otherwise) its chosen enemy, luring him to bed before assuming its natural form mid-coitus. It thereafter attempts to bite him with its lower mouth, hopefully weakening him with thoughts of contrition. As its victim is usually naked and without any means of defending himself, it’s only a matter of time before an alrune kills and mutilates its quarry, often leaving certain organs in his mouth as a sign to others who would follow his abusive path. An alrune’s natural weapons, as well as any weapons it wields, are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. Contrition Bite (Su): Anyone bitten by the alrune’s lower maw must make a successful Will save (DC 16) or be overcome with feelings of sorrow and contrition. Those who fail become shaken. The effect lasts for 2d4 rounds. The save DC is Charisma-based. Dark Ligature (Su): Once per day, an alrune may tie a small string into a knot, then throw it and a coin onto the ground while pointing at a male within 300 feet. The coin disappears, manifesting in a treasure chamber within Nocticula’s personal realm in the Evershifting Vale. The target must make a successful Fortitude save (DC 16) or suffer debilitating pain to the groin. The attack has the effect of a harm spell (caster level 12th). Men who fail the save become impotent, their ability to pass on their seed forever bound to the fate of the coin’s. Rarely, Nocticula allows victims to engage in some dangerous quest in return for release. When melted and cast into a natural body of fresh water under the light of the moon, the coin gives up its hold on the man, who regains his virility. The save DC is Charisma-based. Spell-Like Abilities: At will—charm person (DC 15), dispel magic, endure elements, expeditious retreat, hideous laughter (DC 16), invisibility, mage armor, protection from good, tongues, true strike. Caster level 12th. The save DCs are Charisma-based. Summon Demons (Sp): Once per day an alrune can attempt to summon 1d3 alrunes with a 35% chance of success. This ability is the equivalent of a 2ndlevel spell. Alternate Form (Su): Alrunes can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph spell but allows only female humanoid forms. Skills: An alrune has a +8 racial bonus on Bluff and Diplomacy checks. *When using its alternate form ability, an alrune gets a +10 circumstance bonus on Disguise checks.

Armageddon Beast Huge Outsider (Chaotic, Evil, Extraplanar)

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Hit Dice: 30d8+150 (285 hp) Initiative: +3 Speed: 20 ft. (4 squares) Armor Class: 32 (–2 size, –1 Dex, +25 natural), touch 7, flat-footed 32 Base Attack/Grapple: +30/+52 Attack: Claw +43 melee (2d8+14/19–20 plus vorpal) or 7 bites +40 melee (2d6+7) Full Attack: 4 claws +43 melee (2d8+14/19–20 plus vorpal) and 7 bites +40 melee (2d6+7) Space/Reach: 20 ft./10 ft. Special Attacks: Breath weapons, frightful presence, vorpal claws Special Qualities: Body invulnerability, damage reduction 15/cold iron and good, darkvision 60 ft., immunity to acid, cold, electricity, and poison, regeneration 10, resistance to fire 10 and sonic 10, spell resistance 35 Saves: Fort +24, Ref +16, Will +20 Abilities: Str 38, Dex 8, Con 20, Int 14, Wis 12, Cha 16 Skills: Balance +32, Climb +47, Diplomacy +5, Intimidate +36, Jump +47, Listen +44, Search +35, Sense Motive +34, Spot +44, Swim +47, Survival +34 (+36 following tracks)

Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (claw) Environment: The Abyss Organization: Solitary Challenge Rating: 25 Treasure: None Alignment: Always chaotic evil Advancement: 31–60 HD (Gargantuan); 61–90 HD (Colossal) Level Adjustment: — While it’s technically impossible for an infinite plane to have a “lowest” layer, few demons of the Abyss would argue with such a characterization of Volgauth, a hostile, stinking realm with but a single planar entrance. Positioned at the end of a gauntlet of deadly Abyssal layers, Volgauth would go without notice in the multiverse were it not the point of origin of a particularly deadly breed of fiend known as armageddon beasts. An armageddon beast can destroy the strongest demon lord with a single breath from one of its seven ferocious mouths. The creatures are so powerful they cannot be summoned. Instead they are “harvested” by teams of balors once every century and imprisoned by demon princes as doomsday weapons, to be used only when

Electricity: 60-foot cone, damage 12d6 electricity, Reflex DC 30 half. The save DC is Constitution-based.

Each of an armageddon beast’s heads bears a different personality, though they care little for conversation, preferring to use their toothy maws for chewing the bodies of their slain enemies. The creature’s ebony talons cut through stone as if it were flesh. The claws, as it happens, are much better at cutting through actual flesh, a fact commented upon in most of the aforementioned prophecies.

Sonic: 60-foot cone, damage 12d6 sonic, Reflex DC 30 half. The save DC is Constitution-based.

Armageddon beasts speak Abyssal. Although they have the capacity to learn other languages, they arrogantly believe that conversation is a complete waste of time and do not make any effort to learn how to communicate with any but their own hideous kind.

Combat

Petrification: 60-foot cone, turn to stone permanently, Fortitude DC 30 negates. The save DC is Constitution-based.

Torpor: 60-foot cone, speed halved and can take only a standard action per turn for 2d6 rounds, Will DC 28 negates. The save DC is Charisma-based. Frightful Presence (Su): An armageddon beast can inspire terror within a 30-foot radius by charging or attacking. Affected creatures must succeed at a Will save (DC 28) or become shaken, remaining shaken until they leave the area of effect. The save DC is Charisma-based. Vorpal Claws (Ex): An armageddon beast’s claws are so sharp that they act as vorpal weapons. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the claws sever an opponent’s head (assuming it has one), instantly killing that creature. After an armageddon beast has been killed, the claws can be harvested as the blades of +1 vorpal greatswords. The magic lasts three weeks after the armageddon beast’s death before dissipating completely.

Resembling a mixture of hydra and fiendish dragon, this huge creature stands on four feet, each with five exceptionally sharp ebony talons. Seven long, muscular necks bridge the space between its leering, monstrous heads and a massive body covered in bony plates and horny protrusions.

Armageddon beasts can attack with all their heads at no penalty, even if they move or charge during the round. An armageddon beast can be killed only by severing all its heads and destroying its body. The hit point total above represents the body (but see Body Invulnerability, below).

To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal 35 points of damage in a single blow. (The player says where the attack is aimed just before making the attack roll). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The armageddon beast can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month. An armageddon beast’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

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nothing but the utter annihilation of the enemy will do. The appearance of an armageddon beast on a world in the Material Plane usually results in that world’s destruction, and the prophecies of countless religions speak of a great seven-headed, ten-horned beast whose coming will bring about the End Times.

Body Invulnerability (Su): So long as at least one head remains (see above), the armageddon beast’s body is immune to all forms of physical damage and all spells. Regeneration (Ex): No form of attack deals normal damage to an armageddon beast. Skills: An armageddon beast has a +8 racial bonus on Listen and Spot checks.

Breath Weapons (Su): Each of the armageddon beast’s heads possesses a different breath weapon, which may be used even when the armageddon beast is attacking physically or moving at full speed. The beast may bring all breath weapons to bear on a single opponent or target multiple opponents in the same round. Each breath weapon may be used once every 1d3 rounds. Naturally, once a head has been severed, the armageddon beast loses access to the associated breath weapon. Acid: 60-foot cone, damage 12d6 acid, Reflex DC 30 half. The save DC is Constitution-based. Annihilation: A tight beam of cloying darkness targets a single individual within 60 feet. The opponent must succeed at a Will save (DC 28) or be utterly erased from existence. Annihilated creatures cannot be brought back to life by any means, including miracle, true resurrection, or wish. The save DC is Charisma-based. Cold: 60-foot cone, damage 12d6 cold, Reflex DC 30 half. The save DC is Constitution-based.

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Chernobue

Large Outsider (Chaotic, Evil, Extraplanar, Qlippoth) Hit Dice: 10d8+50 (95 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flatfooted 21 Base Attack/Grapple: +10/+20 Attack: Trunks +15 melee (1d6+6 and wounding) Full Attack: 2 trunks +15 melee (1d6+6 and wounding), 2 tails +13 melee (1d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Genital maw (1d8+6 and poison), improved grab, misfortune, poison, spell-like abilities, wounding Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., light vulnerability, qlippoth traits, scent, spell resistance 23 Saves: Fort +12, Ref +11, Will +10 Abilities: Str 22, Dex 18, Con 20, Int 13, Wis 17, Cha 19 Skills: Balance +6, Climb +19, Concentration +18, Hide +0, Intimidate +17, Jump +21, Knowledge (the planes) +14, Listen +16, Spot +16, Survival +16 (+18 on other planes), Tumble +19 Feats: Blind-Fight, Multiattack, Power Attack, Quicken Spell-like Ability (darkness) Environment: The Abyss Organization: Solitary, Pair, Gang (3-6) Challenge Rating: 12 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Large), 21-30 (Huge) Level Adjustment: — Chernobue are harbingers of evil, misfortune and death. Primarily dwelling in the darkness of the deepest layers of the Abyss, they occasionally break free to spread woe and discord on the Material Plane. However, as creatures of darkness and the night, they cannot abide the purifying touch of sunlight, and flee before it at all costs.

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Combat

A chernobue begins combat with a barrage of spell-like abilities, employing Shiggarreb (see page 68), the matron of the surviving qlippoth race, chaos hammer and quickened darkness. Once it has sufficiently softened up its created these horrific monsters, and used them as agents of unspeakable opponents and gained an advantage, it closes and tries to shove as many cruelty and evil. Before the ghaele occupation of the Abyss, Shiggarreb opponents into its maw as possible. A chernobue’s attacks are considered enticed mortals with the offer of bestowing them with great power. Mad both chaotic and evil for purposes of overcoming damage reduction. thaumaturgists and witches, succumbing to the temptations of glory and strength, called forth the minions of the qlippoth queen, but instead of Improved Grab (Ex): To use this ability, the chernobue must hit a Medium the promised rewards, the chernobue appeared. These demons easily or smaller opponent with a claw attack, at which time it may start a grapple defeated the feeble wards and as a free action and without slaughtered their summoners. Once provoking an attack of opportunity. free, they spread throughout the If it succeeds, it may shove the This great purple monstrosity exceeds nine feet in height. Material Plane, spreading mayhem creature into the snapping teeth of Instead of a head, it has two antenna-like trunks, each sporting and suffering to all. Though the its genital maw. destruction was brief, the memory a sucking orifice at the end. A great central eye, weeping a thick Genital Maw (Ex): On the of these horrors remains; they now paste, stares out from the center of its ovoid torso. Four spindly chernobue’s underside is a horrific serve as the basis for countless evils legs impossibly support it, and from a slavering maw, where mouth full of broken and jagged in folklore and myth. teeth, and leaking a thick and foul all four of its legs meet, drips a foul, syrupy orange fluid. As Centuries later, after the demons orange sludge. If the chernobue it shuffles forward, twin whip-like tails uncoil from its back, seized the Abyss from the celestials, achieves a hold on a grapple snapping and waving in the air above it. the abyssal host purged the qlippoth attempt, it plants the unfortunate race, focusing especially on the victim into its maw. The snapping powerful chernobue. Many demons teeth automatically deal 1d8+6 hunted them for sport, further reducing their numbers. Now, only in the points of damage and inject the victim with fearsome venom. shadowy places, where even demons dare not tread, does Shiggarreb rule, Misfortune (Su): Chernobue emanate a field of evil malaise. This effect is plotting her mad conquests, and even madder intrigues. To achieve her ends, always active and extends in a 30-foot spread. All lawful or good creatures she retains several of these creatures to use as prototypes for even more foul suffer a -1 luck penalty to attack and damage rolls, while within the area. monstrosities if she ever restores her foundries to operation. Creatures that are both lawful and good, suffer a -3 luck penalty to attack All chernobue speak Abyssal. and damage rolls and must attempt a Fortitude save against a DC 19 or be sickened. This ability is Charisma-based.

Spell-Like Abilities: Chernobue can use the following spells at will—chaos hammer (DC 18), confusion (DC 18), darkness, protection from law, 1/day— planeshift. Caster Level 12th. The save DCs are Charisma-based. Wounding (Ex): Whenever the chernobue hits an opponent with its tentacle, it deals 1 point of Constitution damage in addition to the normal damage. A critical hit does not multiply the Constitution damage. This ability does not affect creatures normally immune to critical hits. Light Vulnerability (Ex): Direct sunlight or light from a daylight spell deals 1 point of Constitution damage to the chernobue per minute it remains exposed.

Cresil the Impure (Demon Lord)

Large Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 28d8+168 (294 hp) Initiative: +9 Speed: 50 ft. (8 squares) Armor Class: 41(-1 size, +5 Dex, +6 insight, +17 natural, +4 armor), touch 20, flatfooted 32 Base Attack/Grapple: +28/+40 Attack: +2 flaming unholy large dire flail +28 melee (1d8+8 plus 1d6 fire plus 2d6 against good) Full Attack: +2 flaming unholy/+2 vicious wounding large dire flail +26/+21/+16/+11/+26/+21/+ 16 melee (1d8+8 plus 1d6 fire plus 2d6 against good/1d8+4 plus 2d6 plus 1 Con, deals 1d6 to Cresil) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, summon Special Qualities: Aura of weakness, damage reduction 15/epic and good, demon traits, fast healing 5, spell resistance 34, pestilential stench Saves: Fort +22, Ref +21, Will +21 Abilities: Str 26, Dex 20, Con 22, Int 23, Wis 21, Cha 25 Skills: Bluff +38, Concentration +37, Diplomacy +42, Disguise +38 (+40 acting), Hide +32, Intimidate +40, Knowledge (arcana) +37, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +36, Move Silently +36, Sense Motive +36, Spellcraft +39, Spot +36, Survival +5 (+7 on planes) Feats: Cleave, Combat Expertise, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved TripB, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Focus (dire flail), Weapon Specialization (dire flail) Environment: The Abyss Organization: Cresil (unique) plus 1d10 quasits, plus 1d6 chaos beasts and 20-40 dretch Challenge Rating: 23 Treasure: Triple standard Alignment: Always chaotic evil Advancement: — Level Adjustment: — Cresil rules a great trash heap on his own layer in the Abyss, seemingly a great ziggurat of writhing souls, vermin and trash. Piercing screams emanate from the pile as searching centipedes, spiders and worms find new and interesting places to spawn in the bodies of the damned. With each new hatching, screams form a cacophonous symphony of suffering. Cresil, exulting in the awfulness of his state, laughs madly with every shriek, twitch and pleading. This demon lord has little to do with the politics of the Abyss. He cares not for the perpetual war between demons and devils, for he believes himself far above such petty concerns. His isolation and lack of commitment to the war puzzles his rivals, for battling the forces of Hell is the surest means for advancement. Cresil, however, rarely shifts his great bulk for anyone or anything.

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Poison (Ex): The genital maw secretes a viscous transformative poison. Victims damaged by the genital maw attack must attempt a Fortitude save (DC 20) or the poison drains 1d6 points of permanent Constitution. The secondary effect of the poison is quite awful, causing the victim’s body to erupt into an explosion of orange discharge. The explosion drains 3d6 points of permanent Charisma, and renders the victim unconscious for 1d6 minutes. Should the victim of the attack survive, leaking boils, similar in appearance to the chernobue’s genital maw, cover the victim’s entire body. Once the secondary effects of the poison have taken hold only powerful magic such as heal or better can restore the victim’s appearance.

Cresil does not have many followers in the Material Plane. Those attracted to his portfolio often seek out the Lord of Many Forms or Marbas, for that matter. Another factor in his lack of followers is that those who do worship him rarely survive long. Cresil sees mortal servants as playthings, objects for him to vent his unholy lust upon. Consequently, Cresil rarely upholds his bargains, preferring instead to dispatch his servants to drag the mortal to his layer to entertain and please the great demon. Cresil speaks and understands all languages.

Combat Cresil relishes conflict and loves the feel of fresh blood when it splashes onto his bloated form. He throws himself into the thick of melee, confident that he will come to little harm thanks to his various magical protections. When fighting, he uses his magical dire flail to impressive effect – it’s capable of flinging bits of his foes into a wide and colorful spray. Cresil’s attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction. Spell-Like Abilities: Cresil can use the following spells at will—blasphemy (DC 24), chaos hammer (DC 21), creeping doom (DC 24), dispel good (DC 22),

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greater contagion* (DC 22), greater teleport, planeshift, symbol of insanity (DC 25), telekinesis (DC 22), unholy aura, unholy blight (DC 21), word of chaos (DC 24). In addition, he can use these spells once per day—implosion (DC 26), shambler. Caster Level 20th. The save DCs are Charisma-based.

This hideously fat demon stands thirteen-feet tall. From the back of his head, piercing the tangle of filthy black hair, protrude thirteen gazelle horns. Food, dung and bits of human remains cling to his great rolls of blubber, plastered in place by his own filth. Quasits, like parasites, scramble over his body and feast upon his wastes.

The following abilities are always active on Cresil’s person, as the spells (caster level 20th): detect good, detect law, mage armor, magic circle against good, see invisibility, true seeing. They can be dispelled, but Cresil can reactivate them as a free action. *new spell, see page 19. Summon (Sp): Twice per day, Cresil can automatically summon 100-200 dretch and 1 balor. This ability is equivalent to a 9th-level spell.

Aura of weakness (Su): Cresil emits a field of soul-draining energy. All opponents within 30-feet of the demon lord must attempt Will saves (DC 31) or be fatigued for as long as they remain in the area. Succeeding at this save does not grant immunity to this supernatural ability (i.e. if the character leaves the field and reenters, he or she must attempt a new save). This ability is Charisma-based.

Pestilential Stench (Ex): Cresil is so vile that his stink itself is contagious. All living creatures when first encountering, or even being within 200-feet of him, must attempt Fortitude saves (DC 16) or contract blinding sickness (see DMG for details). Furthermore, all living opponents approaching within 30feet of the demon lord must attempt Fortitude saves (DC 30) or be sickened for 2d12 rounds. This ability is Constitution-based.

Daeobelinus

Small Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +8 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flatfooted 13 Base Attack/Grapple: +1/-4 Attack: Abyssal razor +7 melee (1d4/18-20 and 1 Wis) Full Attack: Abyssal razor +7 melee (1d4/18-20 and 1 Wis) Space/Reach: 5 ft./5 ft. Special Attacks: Abyssal razor, summon Special Qualities: Demon traits, rapid work Saves: Fort +3, Ref +6, Will +2 Abilities: Str 8, Dex 18, Con 12, Int 11, Wis 10, Cha 7 Skills: Craft (any two) +8, Hide +12, Listen +4, Move Silently +12, Profession (any two) +4, Spot +4 Feats: Weapon FinesseB, Weapon Focus (abyssal razor) Environment: The Abyss Organization: Solitary, Pair, Crew (3-30), Factory (100-1000) Challenge Rating: 1 Treasure: Standard Alignment: Always chaotic evil Advancement: by character class Level Adjustment: +3 (cohort) Mortals often find themselves in desperate situations – not life threatening, but where their reputation, business or something of the kind stands in jeopardy. Some mortals call out to their gods, while others are content to let fate decide. A few lazy, perhaps even impious, ones call out to anyone or anything to spare them the sweat of their labors. Daeobelinus answer these calls.

and generals. They build iron boulevards, erect great towers, and manufacture any number of commodities. Daeobelinus perform in other capacities, as well; they make for excellent spies and infiltrators, servants and even torturers—they make the best butchers.

Daeobelinus, sometimes believed to be helpful elves, brownies or fairy gnomes, Sages and theologians claim daeobelinus are the primogenitor race of aid mortals in their labors. If the mortal agrees to accept their evil aid (a damning goblinoids. Both share many of the same features and attitudes, though these act in and of itself), the daeobelinus work quickly and expertly, faster than any demons are far less predictable than goblins. Despite the physical similarities mortal could ever hope to achieve. Upon completion of their work, they demand and penchant for wickedness, they actually have nothing in common. payment, which normally takes the form of a human child. If the mortal provides the child, the demons spirit it away to Daeobelinus speak Common and the Abyss, where through depraved Abyssal. rituals, they transform the child into These small blue-skinned creatures are naked except for a another daeobelinus. However, if the mortal refuses to give up the child, the belt of tools and the nasty straight razor they carry. They daeobelinus undo everything they have Daeobelinus are crafty and appear similar to goblins, but they have burning red eyes and done, and take the mortal’s nose for spiteful little creatures preferring long suggestive tongues that flick in and out like a serpent’s. calling them heedlessly. indirect fighting to face-to-face With long upswept ears and mottled skin covered in scabrous confrontations. They have no In the Abyss, daeobelinus function as sores, they exude raw malevolence. compunctions about quickly calling craftsmen and artisans, constructing in their brethren for help. Once they the vast palaces of the demon lords

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Abyssal Razor (Su): Amidst all of the daeobelinus’s tools, perhaps its razor is its most prized possession. Constructed of evil-imbued cold iron, it cuts through just about any defenses a celestial could offer. In addition to its normal damage, it damages a target’s mind with every successful strike, carving away the victim’s sanity along with his flesh. When the daeobelinus dies, the razor, along with all the other tools, melts into a pool of blood. Abyssal razors have 15 hardness and 5 hit points.

Summon (Sp): Once per day, a daeobelinus may attempt to summon 1d6 daeobelinus, 1 dretch, or 1 quasit with a 75% chance for success. This ability is the equivalent of a 3rd-level spell. Rapid Work (Su): Daeobelinus double the silver piece product of their Craft check multiplied by the DC of the task when determining how far along they are in crafting a particular item. Skills: Daeobelinus have a +4 racial bonus to all Craft and Move Silently checks.

Darba

Medium Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15 Base Attack/Grapple: +6/+8 Attack: Fleshtearer +9 melee (1d8+4 plus 1 Con) or longsword +8 melee (1d8+2/19–20) Full Attack: 4 fleshtearers +9 melee (1d8+4 plus 1 Con) or longsword +8/+3 melee (1d8+2/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Blademaster, spell-like abilities Special Qualities: Alternate form, damage reduction 10/good, darkvision 60 ft., immunity to poison, resistance to acid 10 and fire 10 Saves: Fort +7, Ref +9, Will +5 Abilities: Str 14, Dex 18, Con 15, Int 13, Wis 11, Cha 15 Skills: Bluff +11, Climb +11, Concentration +11, Diplomacy +4, Disguise +11 (+13 acting), Intimidate +13, Jump +11, Listen +9, Search +10, Spot +9, Survival +0 (+2 following tracks) Feats: Combat Reflexes, Power Attack, Weapon Focus (fleshtearer)

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expand their numbers, they set upon their foes with the same attention to detail they take in everything.

Environment: The Abyss Organization: Solitary or pair Challenge Rating: 8 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–9 HD (Large); 10–18 HD (Huge) Level Adjustment: +7 Darbas are cousins to the dreaded rakshasas, but unlike their kin they are creatures of chaos. While rakshasas serve their king, Ravana, and live under a code of laws (albeit one that allows them to vex the mortal races with impunity), darbas are fierce individualists. They rarely gather in any numbers, preferring to spend their time causing untold misery on the Material Plane. Although classed as Abyssal fiends, darbas spend little time in the Abyss. With their shapechanging powers and taste for mayhem, darbas just can’t stay away from the mortal world. Each pursues its own evil schemes, from slave running to the defilement of holy places to the corruption of innocent mortals to mass murder. Since darbas have no real agenda other than self-gratification, their actions are difficult to predict. Paladins and good clerics know darbas well and curse their iniquities. A darba’s innate blades are known as fleshtearers. These living weapons inflict terrible wounds and are rightly feared. Darbas speak Abyssal, Common, Draconic, and Elven.

Combat

if it feels its life is truly in jeopardy. A darba’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Blademaster (Ex): A darba wields its fleshtearers with expert precision, and its scything blades can cut an opponent to pieces in mere seconds. A darba receives the benefits of Weapon Specialization with its fleshtearers. In addition, the fleshtearers have the wounding special ability, as magic weapons so imbued. Spell-Like Abilities: 3/day—hideous laughter (DC 14), hypnotism (DC 13); 1/day—greater teleport (self plus 50 pounds of objects only), suggestion (DC 15); 1/week—plane shift (DC 19). Caster level 8th. The save DCs are Charisma-based.

If fighting in an alternate form (see below), a darba uses a longsword or another bladed weapon. It tries to get out of trouble with its spelllike abilities first, but if the danger This creature looks like a four-armed humanoid, whose escalates it reverts to its true form and grotesque face is plastered with a permanent grin. Instead lets the fleshtearers do their bloody of hands it has long wicked blades. work. Unless it has already done so once that day, it is likely to teleport away

Alternate Form (Su): A darba can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell (caster level 18th), but the darba can remain in the new form indefinitely.

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Enveloper of the Innocent Large Outsider (Chaotic, Demon, Evil, Extraplanar)

Hit Dice: 8d8+24 (60 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +8/+17 Attack: Slam +12 melee (1d8+7 plus 1d6 acid plus paralysis) Full Attack: Slam +12 melee (1d8+7 plus 1d6 acid plus paralysis) Space/Reach: 10 ft./10 ft. Special Attacks: Acid, engulf, metabolize good, paralysis, spell-like abilities, summon demons Special Qualities: Blindsight 90 ft., damage absorption, damage reduction 10/good, demon traits, immunity to electricity and poison, oozelike qualities, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft. Saves: Fort +9, Ref +7, Will +7 Abilities: Str 20, Dex 12, Con 16, Int —, Wis 12, Cha 1 Skills: — Feats: — Environment: The Abyss Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 9–15 HD (Huge); 16–24 HD (Gargantuan) Level Adjustment: — The result of ancient experiments by the demon princes Marbas and the unnamable Lord of Many Forms, envelopers of the innocent are agents of the Abyss on the Material Plane, spreading horror and confusion in lands aligned against demonic hordes. Mindless beasts created only to kill, envelopers of the innocent spend their lives eating or hunting for a new meal. Demonic generals battling good foes often stack their first ranks with them, knowing that the amorphous creatures’ ability to swallow and surround still-living foes has a demoralizing effect upon their opponents’ allies. An enveloper of the innocent’s pseudopods writhe in what appears to be a jumble of muscle surrounding a hollow depression at the creature’s center. More often than not, the depression is filled with the body of an engulfed creature. The enveloper draws nutrients from its captive, metabolizing altruism and righteousness into the energy it needs to survive. Envelopers of the innocent leak acid from pores positioned around their bodies, sometimes leaving trails of corrosion in their terrible wake.

Combat An enveloper of the innocent prefers to use its detect good ability to home in on the most nourishing meal among multiple enemies. It thereafter attacks that creature with hold person until it is paralyzed, then moves to engulf it before turning upon companions.

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choice) as the enveloper of the innocent moves forward. Engulfed creatures are subject to the enveloper’s paralysis and metabolize good abilities, and are considered to be grappled and trapped within the enveloper’s body. An enveloper of the innocent can engulf a single creature at a time. If it successfully engulfs a new creature before expelling an old one (which it can do as a standard action), the old one is pushed out of its body to make room for the new prisoner. The old captive is moved to an adjacent space. The save DC is Constitution-based.

Metabolize Good (Su): As a standard action, an enveloper of the innocent can attempt to consume a nonevil captive’s goodness, drawing strength from its convictions and draining the victim of a portion of its character. An enveloper of the innocent’s natural weapons, as well as any weapons The captive must make a successful Will save (DC 17). Those who succeed it wields, are treated as chaotic-aligned and evil-aligned for the purpose of are immune to the enveloper’s metabolize good ability for 24 hours. Those overcoming damage reduction. who fail suffer a one-step shift in alignment along the good-evil axis, toward Acid (Ex): The outer body of an enveloper of the innocent secretes a evil. (For example, a chaotic good creature would become chaotic neutral, digestive acid that quickly dissolves organic material. Any melee hit by an and a chaotic neutral creature would become chaotic evil.) Alteration of enveloper deals 1d6 points of acid damage. the alignment is mental as well as moral, so an individual changed by the enveloper thoroughly enjoys its new outlook. As part of the transfer, the Engulf (Ex): An enveloper of the innocent can mow down a Medium or enveloper gains 40 temporary hit points. These hit points last for 24 hours smaller creature as a standard action. It cannot make a slam attack during and go away if the victim is expelled or killed. Only a wish or miracle can a round in which it engulfs. The enveloper merely has to move over the restore the captive creature’s former alignment, and the affected individual opponent. Opponents can make attacks of opportunity against the enveloper, does not make any attempt to do so but if they do so they are not entitled voluntarily. If the being has a class to a saving throw. Those who do not with an alignment requirement, an attempt attacks of opportunity must Dozens of writhing and flexing pseudopods sprout from this atonement spell is needed as well to succeed at a Reflex save (DC 17) or tumorous blob of undulating, dark flesh. restore it to good standing. The save be engulfed; on a success, they are DC is Constitution-based. pushed back or aside (opponent’s

Spell-Like Abilities: At will—black tentacles, detect good, fear (DC 15), hold person (DC 14), protection from good. Caster level 12th. The save DCs are Wisdombased. Summon Demons (Sp): Once per day an enveloper of the innocent can attempt to summon another enveloper of the innocent with a 50% chance of success. This ability is the equivalent of a 4th-level spell. Oozelike Qualities (Ex): Although envelopers of the innocent are outsiders, they share several features common to oozes, such as black

puddings and ochre jellies. Envelopers of the innocent are immune to sleep effects, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Blindsight (Ex): Using its many pseudopods to sense vibrations, an enveloper of the innocent maneuvers and fights as well as a sighted creature, despite the fact that it has no eyes. Invisibility and darkness are irrelevant, though the creature still can’t discern ethereal beings. An enveloper of the innocent can ascertain objects and creatures within 90 feet. Damage Absorption (Ex): An enveloper of the innocent that has engulfed an opponent gains cover by quickly moving its flesh to avoid attacks, instead presenting the engulfed creature to the blow. Attacks that miss due to cover are instead resolved against the engulfed creature.

Eurynomus, the Corpse Eater Large Outsider (Chaotic, Demon, Evil, Extraplanar)

Hit Dice: 16d8+48 (120 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 25 (–1 size, +16 natural), touch 9, flat-footed 25 Base Attack/Grapple: +16/+27 Attack: Claw +22 melee (2d6+7) Full Attack: 2 claws +22 melee (2d6+7) and tail slap +17 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Breath weapon, greater bull rush, spell-like abilities, toothy maw 3d6+3 Special Qualities: Damage reduction 10/good, darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 24, telepathy 100 ft. Saves: Fort +13, Ref +10, Will +12 Abilities: Str 24, Dex 10, Con 17, Int 14, Wis 15, Cha 13 Skills: Balance +19, Climb +26, Diplomacy +3, Intimidate +20, Jump +26, Knowledge (the planes) +21, Listen +21, Search +21, Sense Motive +21, Spot +21, Survival +2 (+4 on other planes, +4 following tracks), Swim +26 Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack

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Paralysis (Ex): Envelopers of the innocent secrete an anesthetizing slime. A target hit by an enveloper’s slam or engulf attack must succeed at a Fortitude save (DC 17) or be paralyzed for 3d6 rounds. The enveloper can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Environment: The Abyss Organization: Unique or with ghoul pack (1–4 ghasts, 2–12 ghouls) Challenge Rating: 13 Treasure: Standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: — Eurynomus is a primal demon lord who owes allegiance to no power or prince. He and his followers rule no territory and fight for no cause. On a plane obsessed with souls, Eurynomus’s taste runs to something else: flesh. Known as the Corpse Eater, Eurynomus has a voracious appetite for flesh of all sorts. Nothing gives him more pleasure than sucking the meat off the bones of a freshly killed victim, a passion he shares with the ghouls that follow him. He is such a glutton, so the story goes, that he grew a second mouth in his belly so he could eat faster. Whatever the truth of its origin, his horrific lower maw is legendary. It never speaks, moving only to eat or to lick its lips in anticipation of its next feeding.

before the oblivion of death are like invitations to dinner for the Corpse Eater and his followers.

The Corpse Eater does what he must to feed his addiction. He sometimes hires himself out to demon princes, though in truth he isn’t a very reliable mercenary. He often visits With cloven hooves, a barbed tail, tall twisted horns, and the Material Plane to feed, and he wicked claws, this great fiend is an imposing sight. Where its especially enjoys traveling to worlds at war. Blasted battlescapes, filled belly would be, a second face licks its lips, its maw looking with the wounded and the dying, like it could swallow a person whole. are places of beauty to Eurynomus. Men crying out for their mothers

In some lands graced by visits from Eurynomus, funerary customs changed quickly. Several churches have taken to cremating corpses instead of burying them, to better protect the honored dead from desecration. Eurynomus speaks Abyssal, Common, Draconic, Dwarven, and Elven.

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Combat Eurynomus loves to muscle his enemies around, so he usually charges at the first good opportunity and uses his greater bull rush ability to fling back and hopefully knock down the toughest-looking opponent. Then it’s time for the toothy maw to do its work. When faced with a multitude of foes, Eurynomus starts with his breath weapon to even the odds. Eurynomus’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Breath Weapon (Su): Once every 1d4 rounds, Eurynomus can spew forth a cloud of foul corrosive gas from the depths of his bowels. 40-foot cone, damage 10d6 acid, Reflex DC 21 half. The save DC is Constitution-based.

Greater Bull Rush (Ex): Eurynomus receives a +8 bonus on Strength checks when making bull rush attacks. Such is the force of his impact that if his Strength check result exceeds that of his opponent by more than 5, the opponent is knocked prone in addition to being pushed back. Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only); 1/day—desecrate, plane shift (DC 18). Caster level 16th. The save DC is Charisma-based. Toothy Maw (Ex): The vile maw in Eurynomus’ distended stomach chomps at nearby opponents in combat. If Eurynomus hits a single opponent with both his claw attacks, he can make one additional bite attack against that opponent with a +17 attack bonus that deals 3d6+3 damage.

Golem, Razorwire Large Construct (Extraplanar)

Hit Dice: 14d10+30 (107 hp) Initiative: +4 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 28 (–1 size, +4 Dex, +15 natural), touch 13, flat-footed 24 Base Attack/Grapple: +10/+18 Attack: Rake +13 melee (2d6+4) Full Attack: 4 rakes +13 melee (2d6+4) Space/Reach: 10 ft./15 ft. Special Attacks: Improved grab, constrict 2d6+4, rush, trip Special Qualities: Blindsight 60 ft., construct traits, damage reduction 10/adamantine, immunity to bludgeoning and magic, vulnerability to rust Saves: Fort +4, Ref +8, Will +6 Abilities: Str 19, Dex 19, Con —, Int —, Wis 15, Cha 4 Skills: — Feats: — Environment: The Abyss Organization: Solitary or gang (2–4) Challenge Rating: 11 Treasure: None Alignment: Always chaotic evil Advancement: 15–21 HD (Large); 22–42 HD (Huge) Level Adjustment: — Razorwire golems are ancient remnants of the great construct armies that helped demons gain dominion over the Abyss in their prehistoric war with the ghaeles. Few remain in existence. Razorwire golems serve the oldest and most powerful demon princes as estate guardians or battlefield terrors. Whether defending a treasure hoard or taking the lead in a charge, their ability to swiftly and emotionlessly flay the skin from an enemy has granted them respect among demons, souls, and mortals alike. A razorwire golem stands 10 feet tall but weighs just 200 pounds, since most of its space is air. Razorwire golems have total control over the shape of their bodies, and can This towering mass of jagged steel wires and blades has a explode outwards in loops of razorsharp metal, or contract to a space no roughly humanoid form. A tangled ball of wires near its larger than 2 feet on a side. center pulsates with a heart-like cadence.

Combat Razorwire golems attack in a straightforward fashion, grabbing and constricting foes until they drop. They are dogged pursuers, rushing after fleeing opponents to make trip attacks. Because of their construction, razorwire golems cannot run. Improved Grab (Ex): To use this ability, the razorwire golem must hit a Medium or smaller creature with a rake attack. If it gets a hold, it can constrict.

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Constrict (Ex): A razorwire golem deals automatic rake damage with a

successful grapple check against Medium or smaller creatures. Rush (Ex): Once per minute, the razorwire golem can take a move action to move at a speed of 60 feet, or climb at 40 feet.

Trip (Ex): A razorwire golem that hits with a rake attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the golem. Blindsight (Ex): Razorwire golems can ascertain prey by vibration within 60 feet. Immunity to Bludgeoning (Ex): Bludgeoning weapons, even magic ones, deal

Immunity to Magic (Ex): Razorwire golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire-based effects (including heat metal) haste them for 1 round, and cold-based effects slow them for 1 round. The spells make whole and fabricate compress a razorwire golem into a space no more than 5 feet on a side, so that it loses reach and improved grab for 1d3 rounds. Vulnerability to Rust (Ex): A razorwire golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Skills: Razorwire golems have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Construction The exact method of constructing razorwire golems has been lost to time, and many demon princes would go to great lengths to reward the person who rediscovered it for them. What is known is that a razorwire golem’s body is spun from 400 pounds of mithral-alloyed steel, which costs 1,500 gp. The creator must mummify the decapitated head of a ghaele in a bundle of barbed cords and wires that, when finished, serves as the golem’s “heart.” (The secret of this mummification has not yet been found.) Assembling the body requires a successful Craft (metalworking or weaponsmithing) check (DC 19). CL 16th; Craft Construct, blade barrier, geas/quest, haste, limited wish, polymorph any object, caster must be at least 16th level; Price 88,500 gp; Cost 45,750 + 3,480 XP.

Harlequin

Medium Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +7 Speed: 50 ft. (10 squares) Armor Class: 22 (+7 Dex, +5 natural), touch 17, flatfooted 15 Base Attack/Grapple: +9/+10 Attack: +1 anarchic dagger +17 melee (1d4+2) Full Attack: +1 anarchic dagger +15/+10 melee (1d4+2), +1 unholy dagger +15 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +3d6, spells, summon Special Qualities: Damage reduction 10/good, demon traits, immunity to mind-affecting spells and effects, improved evasion, spell resistance 24 Saves: Fort +8, Ref +13, Will +6 Abilities: Str 12, Dex 24, Con 14, Int 13, Wis 11, Cha 17 Skills: Balance +21, Bluff +15, Climb +13, Diplomacy +5, Disguise +3 (+5 acting), Hide +19, Intimidate +5, Jump +23, Move Silently +19, Perform (comedy) +15, Sleight of Hand +21, Tumble +29 Feats: DodgeB, Improved FeintB, Mobility, Spring Attack, Two-weapon fightingB, Weapon Finesse

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no damage to a razorwire golem. The golem likewise is immune to falling damage.

Environment: The Abyss Organization: Solitary, Harlequinade (2-6) Challenge Rating: 13 Treasure: Standard Alignment: Always chaotic evil Advancement: 10-27 HD (Medium) Level Adjustment: — Harlequins are the children of Kobal, the demon prince of comedians. Harlequins, though rather intelligent, find humor in everything. Coupled Most of these demons function as entertainment for the lords of the Abyss. with their passion to entertain, they are capricious tools at best. However, all They also serve as spies and assassins, secretly killing rivals, and weaving harlequins hate lawful good individuals above all else. When they encounter dangerous intrigues capable of toppling even the most powerful of lords. an opponent of that alignment, they focus their attacks against them almost A few harlequins make their way to the Material Plane, where they perform to the exclusion of all else. in many of the same capacities as they do in the Abyss. Through their Harlequins speak Common, Abyssal illusions and skills in deception, they and Infernal. Having executed a perfect series of back flips, the harlequin present a façade nearly impenetrable comes to a rest before you, dressed in red and black by mortal eyes.

diamonds, its face white with painted black tears dripping

Combat

A harlequin’s strength originates Harlequins are fast and dangerous down its cheeks. Something is clearly wrong, though, for from its abilities to entertain. They in combat, able to blend spells with the clown has pools of darkness for eyes, the tears are real, specialize in the lewd, blasphemous martial prowess. Harlequins will and grave. They regularly place the dripping down its cheeks in mirth. In fact, the bodysuit quickly survey a battlefield, looking gods in scandalous positions so seems to be its actual skin. As you recoil in horror, the for lawful and good opponents. They outrageous they can elicit laughs tumble through occupied squares as harlequin draws two daggers from the air and throws its from even the pious. It is the if no opponent stood there, weaving head back in raucous laughter. capitalization on the unexpected, and dodging through defenses to the turn of the proper word and the get in a position to cut apart their nasty streak that gives them power hated opponents. Harlequin attacks over mortals, planting the seeds of are considered both chaotic and evil for purposes of overcoming damage doubt in their ethical conscious regarding their faith in the gods and placing reduction. them on the first steps to damnation.

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Knives: Each harlequin uses two special daggers created in the darkest forges by master craftsmen and wizards. In the hands of a non-harlequin, the dagger carries a powerful curse. They confer a negative level to any character holding them regardless of alignment. Good-aligned wielders gain a random disease once/week they retain the item beginning on the first day they hold it.

Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—acid splash, daze, detect magic, flare, ghost sound, message, read magic, touch of fatigue; 1st—burning hands, charm person, color spray, jump, shield; 2nd—blur, invisibility, mirror image, scare; 3rd—blink, displacement, haste; 4th—confusion, rainbow pattern.

Sneak Attack: Harlequins sneak attack as 5th-level rogues. Consult the PHB for details on this ability.

Summon (Sp): Once per day, a harlequin may attempt to summon 1d6 schir, 1d3 babaus, one glabrezu or another harlequin with a 50% chance for success. This ability is the equivalent of an 8th-level spell.

Spells: Harlequins cast spells as 9th-level sorcerers.

Skills: Harlequins gain a +8 racial bonus to Jump and Tumble checks.

Herensugue

Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d10+87 (153 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 19 (-4 size, +1 Dex, +12 natural), touch 7, flatfooted 18 Base Attack/Grapple: +12/+32 Attack: 7 bites +20 melee (2d8+8 and poison) Full Attack: 7 bites +20 melee (2d8+8 and poison), tail +15 melee (3d6+12 and poison) Space/Reach: 20 ft./15 ft. Special Attacks: Lure, poison, smite good Special Qualities: Darkvision 60 ft., damage reduction 10/ magic, fast healing 5, immune to poison, low-light vision, resistance to cold 10, fire 10, scent, spell resistance 17 Saves: Fort +15, Ref +9, Will +6 Abilities: Str 27, Dex 12, Con 24, Int 5, Wis 10, Cha 14 Skills: Listen +9, Spot +10 Feats: Alertness, Combat ReflexesB, Improved Initiative, Improved Natural Attack (tail), Iron Will, Weapon focus (bite) Environment: The Abyss or any Mountains Organization: Solitary Challenge Rating: 14 Treasure: Standard Alignment: Always chaotic evil Advancement: 13-24 HD Gargantuan, 25+ HD Colossal Level Adjustment: — Legends abound of the herensugue, telling of a fearsome monster that lives in caves, luring its meals through its music and appealing smell. Despite the tales, the herensugue dwells primarily in the Abyss, preferring layers with rocky and mountainous topographies. From time to time, one or more herensugue slips from the Abyss and nests on the Material Plane where it brings the legends of its horror to life.

This enormous serpent measure more than 50-feet long, and

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Combat

Some demonologists believe there has the scent of an attractive perfume. Sounds of revelry Though the herensugue are is some connection between the quite capable of destroying most emanate from all around. The trunk of the serpent supports herensugue and the hydra, given the opponents outright, they prefer seven long necks, each with a skeletal, serpentine head that bares multiplicity of heads and legendary to attack from positions of cover, venomous fangs. Its scales are a pale and sickly yellow with an status. There are some fundamental such as cave mouths, defiles or box differences, and given the scarcity occasional brown scale lending to its blotchy appearance. canyons. Employing the natural of this creature, it is no wonder that protection afforded by such sites, many sages discount it as another they use their lure ability to attract variety of hydra. Herensugue have humanoids into their demesne. special organs in their jaws, which allow them to replicate sounds of eerie Once the victim draws near, each head strikes. Because each head acts but alluring music. In addition, they have glands underneath their jaws independently, the herensugue can attack with all seven heads even after that can squirt pheromones up to 15-feet away. The pheromones smell moving more than 5-feet. Herensugue attacks are considered magical for of flowers, ale, musk or anything else to which a traveler might be drawn. purposes of overcoming damage reduction. Finally, herensugue have a fixed number of heads - no more and no less Lure (Ex): From their skeletal maws, they emit sounds that mimic music, than seven. voices and laughter. Additionally, from glands at the base of their jaws, Herensugue understand, but do not speak, Abyssal and Common. they squirt a stream of concentrated pheromones smelling of sexuality,

Poison (Ex): All of the herensugue’s heads and their tails carry toxic venom. Every successful bite attack deals poison damage, forcing the victim to attempt a Fortitude save (DC 23) or suffer 1d4 points of permanent Wisdom damage.

Ten rounds later, if they fail the save against the poison’s secondary effects, the poison deals 1d6 points of permanent Constitution and Wisdom damage. On a successful tail attack, the victim must attempt a Fortitude save (DC 23) or the poison deals 1d4 points of permanent Constitution damage and 1 minute later, renders the victim unconscious for 2d12 rounds. Smite Good (Su): Each of the herensugue’s heads may attempt a smitegood attack once per day. If they succeed against a viable target, they deal an additional 12 points of damage.

Hydraggon

Large Outsider (Aquatic, Chaotic, Evil, Extraplanar, Qlippoth) Hit Dice: 4d8+12 (30 hp) Initiative: +4 Speed: 10 ft. (2 squares), swim 40 ft. Armor Class: 17 (–1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +4/+12 Attack: Trident +7 melee (2d6+4) or bite +7 melee (2d6+6) Full Attack: Trident +3 melee (2d6+4) and morningstar +3 melee (2d6+2) or bite +7 melee (2d6+6) Space/Reach: 10 ft./10 ft. Special Attacks: Fascination, no-hand fighting Special Qualities: Amphibious, beacon, darkvision 60 ft., immunity to cold, mind-affecting effects, and poison, resistance to acid 10, electricity 10, and fire 10, qlippoth traits, Styx immunity, telepathy 100 ft. Saves: Fort +7, Ref +4, Will +4 Abilities: Str 19, Dex 10, Con 16, Int 9, Wis 10, Cha 12 Skills: Escape Artist +7, Hide +3, Listen +7, Move Silently +7, Search +6, Spot +7, Survival +11 (+13 following tracks), Swim +12, Use Rope +0 (+2 with bindings) Feats: Blind-Fight, Improved Initiative, Two-Weapon FightingB

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food, or anything else appealing. Any living creature coming within 30 feet of a herensugue’s lair must attempt a Will save (DC 18) to avoid the effects of the lure. Should the victim fail his saving throw, he walks into the monster’s lair, whereby he stands dumbly before the herensugue, dazed. Each round, he may attempt another save against the DC, but at a cumulative -2 morale penalty. The effects of this ability end as soon as the monster attacks. This ability is Charisma-based.

Environment: River Styx Organization: Solitary, brood (2–5), or swarm (5–20) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic evil Advancement: 5–8 HD (Large); 9–12 HD (Huge) Level Adjustment: — The stretch of the River Styx that winds its way through the Abyss used to positively team with hydraggons, the dominant form of aquatic qlippoth. When the celestial hosts began to ravage the Howling Threshold, legions of hydraggons rose up to fight them and died in a holocaust of holy fire. The remaining hydraggons fled into the depths of the river. Since the Styx is incalculably long, the hydraggons split up and hid in stretches of the river throughout the Lower Planes. The celestial armies dared not follow them to Hell and Hades, lest they touch off a war even they could not win. Thousands of hydraggons were killed by devils, daemons, and other horrors of the Styx, but a core survived and even came to thrive in their adversity.

hydraggons are not averse to fleeing. No one knows the value of living to fight another day more than they do.

Now hydraggons can be found throughout the River Styx. Although they are clearly of fiendish origin, few know they are from the Abyss. It is rumored that a colony of hydraggons also escaped to the Material Plane, but if so their lair remains well hidden. Hydraggons do not usually congregate in large numbers, since they’ve found it easier to pass unnoticed in small groups. In dire situations, though, it can be critical for all hydraggons in the area to coalesce quickly. The hydraggons developed their natural telepathic abilities so that now each can create a psychic homing beacon to make the most of their limited numbers.

No-Hand Fighting (Ex): A hydraggon can use its multitipped tongue to wield up to two weapons, a fact opponents find most disconcerting.

Hydraggons speak Abyssal but generally use their telepathic abilities.

Combat

A hydraggon’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Fascination (Su): Resisting a hydraggon’s fascination ability requires a successful Will save (DC 13). The save DC is Charisma-based. (See page 7 for a full description of this ability.)

Beacon (Su): In addition to the telepathy shared by all qlippoth, a hydraggon can emit a psychic beacon in times of danger. This homing beacon alerts all hydraggons in a 100-mile radius.

Its ovoid body covered by fish-like scales and spines, this

Styx Immunity (Ex): Hydraggons are immune to the memory-stealing effects of the River Styx.

Underwater, hydraggons use speed to Skills: A hydraggon has a +4 racial monster has a webbed tail and a grasping, multitipped tongue their advantage, swooping in with bite bonus on Survival checks and a +8 extending from its jaws. attacks and speeding away. On land racial bonus on any Swim check to their abilities are more limited. They perform some special action or avoid stay close to water, let the enemy come a hazard. It can always choose to to them, and then use their uncanny take 10 on a Swim check, even if distracted or endangered. It can use the run ability to wield weapons to their advantage. When a fight turns against them, action while swimming, provided it swims in a straight line.

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Incubus

Medium Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 8d8+16 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 21 (+1 Dex, +10 natural), touch 11, flat-footed 20 Base Attack/Grapple: +8/+14 Attack: +1 thundering whip +11 melee (1d3+2/19–20 nonlethal) or claw +10 melee (1d4+2) Full Attack: +1 thundering whip +11/+6 melee (1d3+2/19–20 nonlethal) and claw +5 melee (1d4+1) or 2 claws +10 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Dream sending, kiss of death, spell-like abilities, summon demons Special Qualities: Alternate form, damage reduction 10/cold iron or good, darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 20, telepathy 100 ft., tongues Saves: Fort +8, Ref +7, Will +7 Abilities: Str 14, Dex 13, Con 14, Int 13, Wis 13, Cha 20 Skills: Bluff +24, Concentration +13, Diplomacy +7, Disguise +24* (+26 acting), Escape Artist +12, Hide +12, Intimidate +18, Listen +12, Move Silently +12, Spot +12, Use Rope +1 (+3 with bindings) Feats: Endurance, Improved Critical (whip), Improved Grapple Environment: The Abyss Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always chaotic evil Advancement: 9–24 HD (Medium) Level Adjustment: — Succubi, the demonic temptresses of the Abyss, are well known in common folklore throughout the Material Plane. When such sources mention incubi, their male counterparts, it is usually assumed that the demons are succubi in an alternate form. Of course, nothing in the Abyss is so simple. Incubi and succubi share a common mission—tempting mortals into evil—but they have different abilities and use different strategies. Though frequently denounced by good-aligned faiths as “sex demons,” incubi in fact pose a far more complex threat. While their ministrations generally involve physical seduction of women (and sometimes men as well), that is only the beginning. The ultimate goal of every incubus is to tempt its lover into embracing chaos and evil of his or her own free will. That enraptured surrender to the demonic credo is what consigns their lovers to the Abyss in death, and it takes more than a little illicit sex to complete the seduction. An incubus begins the temptation by Feathery, black wings protrude from the back of this sending erotic dreams to its chosen target over the course of several beautiful man, his body supple and statuesque, his eyes Incubi rarely resort to physical weeks. Then it appears in the dark confrontation. When they do, it alluring, his nails fine and sharp. of night and physically seduces is usually to intimidate suspicious its quarry. Once the relationship husbands or eliminate troublesome is established, the incubus returns priests. Incubi never employ mind-affecting spells such as charm person and night after night, introducing the lover to ever more decadent pleasures. After suggestion against their intended converts. These mortals must fall to evil of each bout of lovemaking, the incubus whispers poison in its victim’s ear. It their own free will. encourages her to act on her every impulse, to discard conventional morality, An incubus’s natural weapons, as well as any weapons it wields, are treated and to eliminate anyone who gets in her way. as chaotic-aligned and evil-aligned for the purpose of overcoming damage When the mortal has been thoroughly corrupted, the incubus’ work still reduction. isn’t done. With knowledge gained from its first victim, the incubus now Dream Sending (Su): An incubus can send erotic dreams to any sleeping begins the seduction of other locals, tempting entire communities in this humanoid within a radius of 1 mile. This ritual power takes 1 hour to way. Many incubi come to be worshiped, and they enjoy the veneration of perform. The target must make a successful Will save (DC 19) to resist the their own cults of sensuality. Most gain special pleasure from corrupting sending. Otherwise, the victim spends the night dreaming of the incubus otherwise chaste locales such as convents, monasteries, or tightly knit religious and the decadent erotic pleasures the fiend will surely share if given communities. the opportunity. The incubus gains a +4 circumstance bonus on Bluff, Incubi speak Abyssal and Common inherently, but their special abilities give Diplomacy, and Disguise checks made against anyone who has dreamed one them access to all the languages of the multiverse. of its sensual sendings. The sendings have no effect upon those who are not ordinarily attracted to men. The save DC is Charisma-based.

Combat

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Summon Demons (Sp): Once per day an incubus can attempt to summon one balor with a 10% chance of success. This ability is the equivalent of a 2nd-level spell.

Spell-Like Abilities: At will—charm person (DC 16), detect good, detect thoughts (DC 17), ecstasy* (DC 18), ethereal jaunt, greater teleport (self plus 50 pounds of objects only), suggestion (DC 18); 1/day—bestow curse (DC 19), crushing despair (DC 19), good hope, phantasmal lover*. Caster level 12th. The save DCs are Charisma-based. *New spell. See page 19.

Tongues (Su): An incubus has a permanent tongues ability (caster level 12th).

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

Skills: An incubus has a +8 racial bonus on Bluff and Disguise checks. *When using its alternate form ability, an incubus gets a +10 circumstance bonus on Disguise checks.

Inmai

Small Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 40 ft. Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flatfooted 14 Base Attack/Grapple: +2/-3 Attack: Thorn +7 ranged (1d2 plus 1d2 Dexterity) Full Attack: 4 thorns +7 ranged (1d2 plus 1d2 Dexterity) or bite +1 melee (1d4-1) Space/Reach: 2 ½ ft./0 ft Special Attacks: Summon, thorns Special Qualities: Demon traits, wood meld, x-ray vision Saves: Fort +3, Ref +6, Will +0 Abilities: Str 8, Dex 16, Con 10, Int 7, Wis 5, Cha 11 Skills: Climb +12, Hide +12, Jump +4, Listen +6, Move Silently +8, Spot +6 Feats: AlertnessB, Point Blank Shot

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Kiss of Death (Su): Despite all the charms and seductive powers of an incubus, some mortals are too strong-willed to fall into evil. To these, and others that get in its way, the incubus gives the kiss of death. If a clever ruse will not allow the incubus to plant the fatal kiss, it must start a grapple. Those kissed die instantly unless they make a successful Fortitude save (DC 19); even then, the kiss deals 3d6 points of damage. An incubus can use the kiss of death 3 times per day. The save DC is Charisma-based.

Environment: The Abyss or any Land Organization: Solitary or pack (10-60) Challenge Rating: 4 Treasure: None Alignment: Always chaotic evil Advancement: 3-6 HD (Small) Level Adjustment: — Inmai often serve as guardian spirits for many witches and thaumaturgists in need of additional security for their homes and laboratories. In exchange for their memories, they bind the inmai into an object for all eternity. As there are so many inmai demons in the Abyss, there is no danger of ever running out of these willing servants. Once bound into the object that serves as their home and prison, inmai serve their masters with exuberant glee, usually beyond necessity. The most common task asked of the inmai is attacking any intruders, thieves or perceived threats to its master’s belongings. Inmai warp and twist the wording as best they can, such that if commanded to guard a room, they attack anyone who approaches, friend, enemy, relative or lover. Once bound, the only way to remove them is to destroy them or the object that holds them. The caster of the spell of binding can also dispel them. In the Abyss, inmai prowl the streets of demonic cities. Wandering the poisonous terrain in search of food, they essentially infest all parts of this nightmare plane, much like rats in the Material Plane. Other demons see them as nuisances and vermin. However, despite their station, they are vicious little monsters, which, in the proper numbers, are quite capable of tearing apart creatures many times their size. Inmai speak Abyssal.

Combat

Summon (Sp): Once per day, an inmai may attempt to summon 1d6 inmai or 1 quasit with a 25% chance for success. This ability is the equivalent of a 3rd-level spell. Thorns (Ex): When angered or otherwise aroused, inmai sprout thorns all over their bodies. Inmai may fire up to four of these thorns per round as ranged attacks. The thorns, on a successful hit, inflict Dexterity damage in addition to the standard piercing damage. All attempts to heal the Dexterity damage fail unless the character first removes the thorns. Extracting these thorns is painful and inflicts 1d2 points of damage for every thorn removed, unless the remover succeeds a Heal check against a DC 15.

Wood meld (Su): Inmai may move unrestricted through the element of wood. While inside of a wooden object, they may breathe normally. When attacking a target from within a wooden object, inmai gain the object’s hardness. Breaking or otherwise damaging the This small and nasty little boy has deep green skin, vestigial wooden vessel holding this demon has horns and a grimace full of sharp needle-like teeth. Baleful no effect on the demon.

yellow eyes watch every movement, and anything it perceives as threatening causes small thorns to pop up out of its skin.

Bound inmai settle in their places of binding and vigilantly watch and listen for what they perceive as trespassers. When something approaches, they partly emerge from their vessel and launch their thorns using the vantage as cover. When their victim succumbs to the thorns, they fully emerge to dine.

X-ray vision (Su): Inmai may see through solid matter as if they were under the influence of a ring of x-ray vision. Unlike the ring, Inmai suffer no loss of Constitution when using this supernatural ability.

Skills: Inmai receive a +8 racial bonus to Climb checks.

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Conjuration [Calling]

New Spell: Bind Inmai

Level: Cleric 5, Sor/Wiz 5, Witch 5 Components: V, S, M, XP Casting Time: 1 hour Range: Touch Target: One object no greater than 5 cubic feet Duration: Permanent (D) Saving Throw: None Spell Resistance: None You call and permanently bind an inmai into a structure or an object, such as a book, doorpost or chest. The object does not undergo a structural change, such as increased hardness or hit points, but it does assume a sinister appearance: a tome’s cover smokes, a chest oozes black ichor, a post warps and cracks. The inmai demon remains bound to the object until you dismiss it. It may never move farther than 30-feet from its place of binding. Once you bind the demon, you can give it simple commands, such as guard a particular path, or the contents of its container. It follows the letter of your commands, but not necessarily the intent, twisting your words as much as possible to afford it the greatest leeway. Thereafter, it follows what it perceives as the orders to the best of its ability. You may only bind one inmai at a time, though you can dismiss it at will, as a free action. Each time you bind an inmai, you must pay the XP cost of the spell. Material Component: The vessel or object that the demon shall inhabit, plus 500 gp worth of incense. XP Cost: In exchange for an eternity of service, the inmai devours 500 xp from the caster. Special: Binding an inmai forces the caster to make one roll on the lesser corruptions table (see page 14), gaining the results.

Irecundia

Colossal Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 48d8+672 (888 hp) Initiative: -1 Speed: 80 ft. (16 squares) Armor Class: 37 (-8 size, -1 Dex, +36 natural), touch 1, flatfooted 37 Base Attack/Grapple: +48/+83 Attack: Slam +68 melee (2d8+19) Full Attack: 2 slams +68 melee (2d8+19), bite +63 (4d6+28, crit 19-20 +1d6), 2 gores +62 (4d6+19) Space/Reach: 100 ft./100 ft. Special Attacks: Breath weapon, roar, swallow whole, tattoos, trample (2d8+28) Special Qualities: Damage reduction 15/epic, demon traits, fast healing 20, immunities, spell resistance 34 Saves: Fort +40, Ref +25, Will +26 Abilities: Str 48, Dex 8, Con 38, Int 5, Wis 11, Cha 10 Skills: Climb +70, Jump +70, Listen +51, Spot +51 Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Sunder, Power Attack, Overwhelming Critical, Snatch (bite), Weapon Focus (bite), Weapon Focus (slam) Environment: The Abyss Organization: Solitary plus 6-10 vrocks, Pair, Troop (3-6) Challenge Rating: 28 Treasure: None Alignment: Always chaotic evil Advancement: 49+ HD (Colossal) Level Adjustment: —

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Irecundia are large enough to be layers of the Abyss unto themselves. As creatures of mind-boggling size, they represent the worst threat posed by this chaotic plane. No one knows how many exist, how and what they eat, or what drives these foul creatures. What sages and demonologists do know is that the irecundia sleep, awaiting the end of the world, for when the last days come to mortals, the irecundia shall awake and devour the universe. Thankfully, they remain asleep, as they have for countless millennia.

Only through their combined power are they able to guide the irecundia to the battlefield, where its mere presence devastates both the demons and their enemies alike.

Occasionally, when the need is most dire, a group of 6 balors descends to the darkest pit known in the Abyss and awakens just one of the sleepers.

On the battlefield, irecundia just grab and eat whatever they can, regardless of whether the victim is friend or foe. Inside of its mouth are always

Irecundia speak no language and lack the telepathy ability of other demons.

Combat

Breath weapon (Su): These walking mountains unleash a cloud of venomous poison functioning as a storm of vengeance lasting for 10 rounds. The irecundia use their breath weapon once every 1d12 rounds. This ability functions as the spell cast by a 20th-level caster.

Emerging from the mists of the battlefield is a 300-foot tall demon bleeding violet ichor from innumerable rents in its ebon flesh. Its great shaggy head sports 666 eyes and 666 horns. From its maw, a hole so dark and so rancid that the smell of it is contagion, emerge flights of vrocks swarming around its rows of teeth, feasting on the rotting celestial flesh caught therein. Over all of its body are blasphemous runes, inverted holy symbols of the good gods, which flash with life every time the giant demon moves.

Roar (Ex): Once every 1d4 rounds, the irecundia may release a deafening roar, affecting all non-evil living creatures within 240 feet. All legitimate targets in the area must attempt Will saves (DC 34) or become panicked. The irecundia’s roar also deafens targets within 30 feet who fail their save. The save DC is Charisma-based. Swallow Whole (Ex): If the irecundia achieves a pin against a size Gargantuan creature or smaller with its snatch attack, it may swallow the victim whole, by making a successful grapple check. Once inside the irecundia, the opponent takes 4d6+19 points of acid damage and 2d6 points of fire damage from the demon’s digestive process. Three successful grapple

checks allow the swallowed creature to climb out of the stomach, and return to the irecundia’s maw, where another successful grapple check is required to break free. Swallowed victims cannot cut their way out of the irecundia’s stomach, as its stomach muscles immediately close any wounds made. An irecundia’s maw can hold 2 Gargantuan creatures, 8 Large creatures, 32 Medium creatures or 128 Small or smaller opponents. These are in addition to the vrock who lurk there as well.

Tattoos (Sp): Blasphemous tattoos cover the whole of the irecundia’s body. Every round as a free action, one of the tattoos flares, as per blasphemy cast by a 20th-level caster. See the PHB for details on this spell. Trample (Ex): Irecundia deal the indicated damage on trample attacks, essentially anytime they move through occupied squares. Targets of this attack may attempt attacks of opportunity, but at a -4 penalty. If they opt not to take the attack of opportunity, they may attempt a Reflex save (DC 53) and take half the indicated damage. Immunities: Irecundia are immune to disease, electricity, fire and poison, but otherwise have all the standard demon traits.

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vrocks that pick at the livers of the entrapped celestials, caught in the demon’s teeth. Occasionally, they take to wing, to rain their own brand of destruction below. Irecundia attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.

Jahi

Medium Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +7 Speed: 30 ft. (6 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 Base Attack/Grapple: +3/+4 Attack: Claw +4 melee (1d4+1) Full Attack: 2 claws +4 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Beguiling dance, spell-like abilities, swallow soul Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 16, telepathy 100 ft. Saves: Fort +5, Ref +6, Will +6 Abilities: Str 12, Dex 16, Con 15, Int 12, Wis 12, Cha 16 Skills: Bluff +9, Concentration +8, Diplomacy +13, Disguise +3 (+5 acting), Gather Information +9, Intimidate +5, Perform (act) +9, Perform (dance) +9, Perform (string instruments) +9, Perform (wind instruments) +9, Sense Motive +7 Feats: Improved Initiative, Iron Will Environment: The Abyss Organization: Solitary or pair Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic evil Advancement: 4–9 HD (Medium) Level Adjustment: +6 Despite the best efforts of the courtesans and whores who follow him, the demon prince Socothbenoth knows that the resilient spirits and moral fortitude of some mortals help them resist the temptation that leads to an afterlife of servitude in the Abyss. In response to such frustrations, he created the jahi, beautiful demons who captivate mortals with erotic dances before swallowing their souls. Jahi resemble human women, allowing them to blend easily into mortal settlements. Jahi have exotic physical characteristics that make a specific

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human heritage difficult to determine. Most folk assume them to be from some unknown foreign land and leave it at that. A jahi’s seductive glances and persuasive bluffs generally get it out of trouble with more persistent inquisitors. Despite their creation by the Patron of the Tents and Tabernacles of the Daughters, jahi have come to serve dozens of demon princes as spies and kidnappers. Unsuited to the hostile climes of most Abyssal layers, most jahi spend their whole lives on the Material Plane and visit the Abyss only to deliver a captured prize to their sovereign, usually in exchange for a sizable reward.

Spell-Like Abilities: At will—alter self, blur, cat’s grace (self only), charm person (DC 14), detect thoughts (DC 15), eagle’s splendor (self only), knock, mage armor, message, mirror image, misdirection (DC 15), obscure object (DC 15), shatter (DC 15), unseen servant. Caster level 3rd. The save DCs are Charisma-based.

Swallow Soul (Su): As a standard action, a jahi can open its mouth and inhale a great gust of air, subjecting a single mortal target within 30 feet to a horrifying magical attack. Those who make a successful Fortitude save (DC 14) are immune to the jahi’s swallow soul ability for 24 hours. If the target fails, its soul is torn forcibly from its Jahi speak Abyssal and Common. This woman has a knowing and exotic look. There is body and into the jahi’s mouth, where it is imprisoned in a special organ in something to her features that suggests a mixed parentage, her abdomen. The soul appears as a although it is hard to place. wispy, translucent manifestation of Jahi eschew combat unless confronted the creature, and screams a terrible in their espionage activity or while keen in the seconds of transition. The attempting to kidnap a victim’s soul at creature suffers mental anguish and must succeed at another DC 14 Fortitude the behest of a demon prince. If faced with a single opponent, a jahi attempts save to avoid becoming stunned for 2d4 rounds. Soulless creatures cannot to befriend it with charm person and do away with it when convenient. Larger return from the dead via any means short of a miracle, true resurrection, or wish. A groups of enemies invariably are treated to its beguiling dance. jahi can contain but a single soul at any one time. Further, once it has done so it becomes significantly more difficult for it to operate in normal society. As the A jahi’s natural weapons, as well as any weapons it wields, are treated as soul struggles fruitlessly to escape, it reaches for freedom so that impressions chaotic-aligned and evil-aligned for the purpose of overcoming damage of its hands and face sometimes appear upon the jahi’s belly. A jahi can reduction. disgorge the soul from its body as a standard action. Doing so returns the soul Beguiling Dance (Su): Though masters of several forms of traditional to its rightful place in 2d4 rounds (no matter the distance between body and (and not-so-traditional) dance, jahi specialize in beguiling rhythmic motions soul). Those demon princes who employ jahi as kidnappers generally have some using their inherent magical essence to bewitch all who look upon them. The means of trapping captured souls in small cages or gems so that they might ability operates as a gaze attack with a range of 30 feet. Anyone viewing the bargain with the mortals for services. Though they could doubtless destroy dance must make a successful Will save (DC 14) or be dazed for 1d6 rounds. the captured souls, they gain no sustenance from doing so as they do from the A dazed creature can take no actions (but defends itself normally). Creatures annihilated souls of the chaotic evil dead. Creatures that lack souls, naturally, are that successfully save are immune to that jahi’s beguiling dance for one day. immune to a jahi’s swallow soul attack. The save DC is Charisma-based. The save DC is Charisma-based.

Combat

Jilaiya

Medium Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 8d8+8 (44 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 60 ft. (perfect) Armor Class: 19 (+4 Dex, +5 natural), touch 14, flatfooted 15 Base Attack/Grapple: +8/+10 Attack: Claw +10 melee (1d6+2 and 1 Dex) Full Attack: 3 Claws +10 (1d6+2 and 1 Dex), Bite +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Blood drain, improved grab, trip Special Qualities: Damage reduction 10/magic, demon traits, fast healing 1, scent Saves: Fort +9, Ref +10, Will +7 Abilities: Str 14, Dex 18, Con 12, Int 7, Wis 13, Cha 15 Skills: Escape Artist +15, Hide +15, Intimidate +13, Listen +14, Move Silently +15, Spot +14 Feats: AlertnessB, Fly-by attack, Improved Natural Attack (claw), Multiattack Environment: The Abyss Organization: Solitary, Pair, Murder (2-20) Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 9-18 HD (medium), 19-24 (large) Level Adjustment: —

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Jilaiya represent the raw malevolence and depthless evil of the Abyss. Jilaiya are relentless predators, scouring various layers for blood. None too picky about the source of this blood, they attack demon, mortal and undead alike, shredding their victims in a flurry of flesh and gore. These hideous creatures commonly snare a lone traveler and carry him high into the air, where they fight over the choicest bits, dropping more than they eat to splatter on the ground far below.

Most Jilaiya dwell on the Abyssal layer controlled by Pazuzu, wheeling through the acrid smoke filled skies. These creatures are remorseless destroyers, having little practical value to a thaumaturgist. Consequently, if they ever appear on the Material Plane, it is most likely a result of an accident rather than intention.

Screeching from above is some sort of three-armed, bare-

points of Constitution drain each round. Jilaiya gain 5 temporary hit points for every successful drain attack.

Jilaiya employ pack tactics when breasted bat-woman. Great leathery wings branch out from hunting, swooping in to graze the her back, and from her head flies filthy matted black hair. target with their claws. Each jilaiya Improved grab (Ex): To use this in the murder takes turns sweeping Her shrieking mouth reveals jagged black and yellow teeth. ability, the jilaiya must hit a Medium down on their prey, individually, to or smaller creature with its claw The creature’s skin is the color of ivory, but from its naked prolong the victim’s agony. These attack. It can then attempt to start and flaccid breasts, it leaks a cancerous brown ichor. creatures are so nasty, that when their a grapple as a free action, without victim finally succumbs, collapsing provoking an attack of opportunity. into a heap, the Jilaiya land and If it secures a hold, it deals watch, enjoying the spectacle of the automatic bite damage, and may attempt a pin on the following round. creature’s panic before dragging her into the air to disembowel her and drain Trip (Ex): In an effort to exhaust their prey, they sometimes try to knock a her fluids. Jilaiya attacks are considered magical for purposes of overcoming foe down to allow their sisters the opportunity to feed. Jilaiya hitting with a damage reduction. claw attack can attempt to trip the opponent (+2 check modifier) as a free Blood drain (Ex): Jilaiya suck blood from a living victim with its fangs action without making a touch attack or provoking an attack of opportunity. upon making a successful grapple check. If it secures a pin, it deals 1d4 If the attempt fails, the opponent may not react to trip the jilaiya.

Locust Demon

Large Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 12d8+72 (126 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 60 ft. (good) AC: 26 (–1 size, +2 Dex, +15 natural), touch 11, flat-footed 24 Base Attack/Grapple: +12/+20 Attack: Claw +16 melee (1d6+4) Full Attack: 6 claws +16 melee (1d6+4) and sting +13 melee (1d4+2 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Drone, poison, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, scent Saves: Fort +14, Ref +10, Will +7 Abilities: Str 18, Dex 14, Con 22, Int 8, Wis 8, Cha 6 Skills: Balance +19, Concentration +21, Jump +6, Listen +14, Search +14, Spot +14, Survival +14 (+16 following tracks), Tumble +17 Feats: Dodge, Flyby Attack, Mobility, Multiattack, Weapon Focus (claw) Environment: The Abyss Organization: Solitary or swarm (2–7) Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan) Level Adjustment: — In the Final Days, untold millions of locust demons will ascend from the Abyss, blotting out countless suns to signal the last death throes of the multiverse. Until then, they venture to the Material Plane at the behest of evil spellcasters or to run an errand for their debased master Abaddon, Lord of the Bottomless Pit.

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Combat

will destroy in retribution for their own loss. Embracing the inevitable ruination of their flawless home, locust demons spend their lives plotting their personal role in the great armageddon. Its wings allow the locust demon good aerial mobility despite the loud buzzing they emit in flight. The demons seem to like the fact that their wing drone strikes terror into the hearts of their enemies. Locust demons understand (but do not speak) Abyssal. They communicate with each other via a complicated series of small movements in the chitin covering their faces (meaning they must be within 20 feet and facing each other to communicate). This bizarre, silent language does not have a written form.

Combat Locust demons prefer attacking as a group, and they instinctively shy away from attacking when outnumbered. The creatures most often soften their enemies with their confounding wing drone, setting upon injured or confused prey in preference to engaging a healthy opponent. If battling land-bound opponents, locust demons prefer to remain in the air, attacking with spell-like abilities or swooping in for flyby attacks.

Locust demons believe that their existence in the Abyssal layer known as the Bottomless Pit is a paradise, a perfect reward for an unremembered former life lived in celebration of murder and As tall as a powerful warhorse, this creature looks like a gigantic destruction. They also believe that their home layer will be sundered in locust, but with a human-like face and a mighty segmented tail the Last Days by mortal meddlers. tipped with a barbed stinger. Sharp hooks mark the end of its six That destruction of the Bottomless legs, and its translucent wings pulse with ichor-filled veins. Pit will expel the layer’s inhabitants into the Material Plane, which they

A locust demon’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Drone (Su): Few who hear it ever forget the terrible drone of a locust demon in flight. If it wishes, a locust demon can vibrate its thin wings in a

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mesmerizing rhythm to cause confusion in those who hear the awful buzzing. When a locust demon uses its drone attack, all creatures (other than demons) within a 300-foot spread must succeed at a Will save (DC 14) or become confused (see DMG) for 2d6 rounds. This is a sonic, mind-affecting effect. If the save is successful, that creature cannot be affected again by that locust demon’s drone for one day. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Spell-Like Abilities: Locust demons can use the following spell like abilities: At will—contagion (DC 12), enervation, gust of wind (DC 10), summon swarm. Caster level 12th. The save DCs are Charisma-based.

Malohin the Strangler

Huge Outsider (Chaotic, Demon, Evil, Extraplanar)

Hit Dice: 14d8+70 (133 hp) Initiative: +4 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 34 (–2 size, +4 Dex, +22 natural), touch 12, flat-footed 30 Base Attack/Grapple: +14/+27 Attack: Claw +17 melee (2d6+5) Full Attack: 4 claws +17 melee (2d6+5) and bite +15 melee (2d8+2) or stamp +17 melee (4d6+7) Space/Reach: 15 ft./15 ft. Special Attacks: Frightful presence, improved grab, constrict 3d6+5, possession, spell-like abilities, spells Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., demon traits, immunity to electricity and poison, keen scent, nondetection, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft. Saves: Fort +14, Ref +13, Will +14 Abilities: Str 20, Dex 18, Con 21, Int 21, Wis 21, Cha 18 Skills: Bluff +21, Climb +30, Concentration +22, Diplomacy +25, Disguise +4 (+6 acting), Hide +13, Intimidate +23, Knowledge (arcana) +22, Listen +30, Move Silently +21, Search +22, Sense Motive +22, Spellcraft +24, Spot +30, Survival +5 (+7 following tracks) Feats: Cleave, Combat Reflexes, Great Cleave, Multiattack, Power Attack Environment: Temperate mountains Organization: Unique Challenge Rating: 19 Treasure: None Alignment: Chaotic evil Advancement: By character class Level Adjustment: — As demon prince of murder, Malohin was honored by professional assassins and common thugs alike. He lost his Abyssal realm and status as retribution for his part in an uprising against the demon prince Kostchtchie, who later stripped Malohin of his memory and banished him to the Material Plane. Malohin’s worshipers are few and secretive. A tiny cabal of assassins maintains loyalty to their fallen lord and work to bring about his return to power. Since his exile, the deposed lord has wandered lonely mountain trails and dark canyons far outside civilization, feeding upon anyone he meets. He occasionally possesses an unlucky victim and wanders into a border town, where he feverishly searches libraries and interrogates wise ones in a search for his identity. These expeditions are all the more disturbing due to Malohin’s preference for using the bodies of young children. When he fails to uncover anything of substance, he tears the town apart in a violent rage.

Frightful Presence (Ex): Malohin can unsettle foes with the sheer presence of his natural form. The ability takes effect automatically whenever he attacks, charges, or emerges from a possessed This creature stands 20 feet tall and has the legs of a body (see Possession, below). Creatures within 60 feet are subject to the effect stork, the torso of an emaciated ape with four long arms, if they have fewer than 14 HD. A and a quivering, pink mole-like head. Slime drips from its potentially affected creature that makes snout, mouth, and bleary eyes. a successful Will save (DC 21) remains Malohin prefers to attack from the immune to Malohin’s frightful presence shadows, but loves a toe-to-toe for one day. On a failure, creatures with battle as much as any demon. In his 4 or fewer HD become panicked for 5d6 rounds and those with 5 or more HD natural form he picks up and strangles opponents with his four arms or become shaken for 5d6 rounds. The save DC is Charisma-based. stamps with his clawed feet. When he possesses a mortal body, he relies on his spell-like abilities and often uses a melee weapon, preferring a greataxe Improved Grab (Ex): To use this ability, Malohin must hit an opponent of if available. up to Large size with his claw attack. Malohin speaks Common. He understands (but has forgotten how to speak) Abyssal, Celestial, and Draconic.

Combat

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Malohin’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

wounds (DC 18), mass inflict light wounds (DC 19), slay living (DC 19); 1/day— implosion (DC 23). Caster level 20th. The save DCs are Charisma-based.

Possession (Su): Once per day, Malohin can merge his body with another creature. This ability is similar to magic jar (caster level 20th), except that it does not require a receptacle. If the attack succeeds, Malohin’s form vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 21). A creature that successfully saves is immune to Malohin’s possession for one day. Malohin can leave the body at any time as a full-round action that provokes an attack of opportunity. If the host body is slain, he emerges on his next turn. The save DC is Charisma-based.

Spells: Malohin casts spells as a 10th-level assassin.

Spell-Like Abilities: At will—animate rope, call lightning (DC 17), chaos hammer (DC 18), chill touch (DC 15), death knell (DC 16), deathwatch, deeper darkness, desecrate, detect magic, entangle (DC 15), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility (self only), magic circle against good (self only), mirror image, raise dead, slow (DC 17), unholy aura (DC 22), unholy blight (DC 18), web (DC 16); 3/day—harm (DC 20), inflict critical

Assassin Spells Known (5/4/4/4; save DC 15 + spell level): 1st—disguise self, feather fall, ghost sound, true strike; 2nd—cat’s grace, fox’s cunning, pass without trace, spider climb; 3rd—deep slumber, deeper darkness, false life, misdirection; 4th—freedom of movement, glibness, modify memory, poison. Keen Scent (Ex): Malohin can notice creatures by scent in a 90-foot radius and can smell spilled blood at a range of up to a mile. Nondetection (Su): Malohin is constantly under the effects of a nondetection spell. Those attempting a divination against him must make a caster level check against DC 35. Skills: Malohin has a +8 racial bonus on Climb, Listen, and Spot checks. He can always choose to take 10 on Climb checks, even if rushed or threatened.

Mandragoras

Diminutive Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 20 (+4 size, +3 Dex, +3 natural), touch 17, flat-footed 17 Base Attack/Grapple: +3/–11 Attack: Tail +10 melee (1d2–2 plus poison) Full Attack: 2 tails +10 melee (1d2–2 plus poison) Space/Reach: 1 ft./0 ft. Special Attacks: Detect thoughts, poison, spell-like abilities Special Qualities: Dollform, damage reduction 5/cold iron or good, immunity to poison, resistance to acid 10 and fire 10, spell resistance 13 Saves: Fort +3, Ref +6, Will +3 Abilities: Str 6, Dex 16, Con 10, Int 12, Wis 10, Cha 10 Skills: Escape Artist +9, Gather Information +6, Hide +29, Knowledge (arcana) +7, Listen +6, Move Silently +17, Search +7, Spellcraft +9, Spot +6, Survival +0 (+2 following tracks), Use Rope +3 (+5 with bindings) Feats: Improved Initiative, Weapon Finesse

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Constrict (Ex): If Malohin gets a hold he deals automatic claw damage, with an additional 1d6 points of bludgeoning damage.

Environment: The Abyss Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 4–9 HD (Diminutive) Level Adjustment: — (Improved Familiar) The weak race of fiends known as mandragoras surely would have died out eons ago if not for the fact that they make wonderful familiars for thaumaturges and evil spellcasters alike. Such folk summon mandragoras to the Material Plane, binding or enticing them into servitude as laboratory helpers, traveling companions, and spies. Possessing a morose demeanor that differentiates them from the capricious, danger-seeking quasits, mandragoras nonetheless have an intense curiosity about their environment. Their naturally inquisitive nature has a tendency to lead them into trouble, whether they openly court it or not.

pitched voice as the mortal pitches to the ground, poisoned. Some mandragoras enjoy assuming dollform when positioned in a treasure hoard, animating in a pack to rummage around and perhaps steal their kidnapper’s possessions. They Perhaps due to its elfin appearance, many mortals have underestimated a always cut through the sack on their mandragoras—to their detriment. way out, hoping against hope that A mandragoras’s tail bears a they’ve been placed in a bag of holding potent poison, and few have any Barely a foot tall, this creature looks like a long-limbed and that their tear will spill the bag’s compunctions about using it. A manikin, whose delicate fingers display an almost fey grace. contents (including the mandragoras) particularly devious mandragoras into the Astral Plane. Its slight body is covered in mustard-colored scales, and sometimes pretends to befriend a mortal, asking to hop upon its shoulder for a quick ride to a nearby destination. Once in transit, the mandragoras swiftly jabs its tails into its host’s neck, cackling in a high-

three horns emerge from the top of its head, the central horn being a crooked protrusion of the skull itself. It has two whip-like tails that end in barbs.

Most demons hate mandragoras, whom they consider no better than vermin. Many loudly proclaim that the diminutive creatures are some

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sort of natural byproduct exuded by the Abyss itself. A mandragoras enjoys the same respect granted to a rat in a human city. If it’s lucky, it’ll survive because it is beneath the notice of those who could easily destroy it.

prefer mandragoras to quasits as familiars, placing great value in the creatures’ ability to pry into the minds of their enemies. A mandragoras can cast detect thoughts (DC 12) at will. Caster level 12th. The save DC is Charisma-based.

Mandragoras speak Abyssal and Common.

Poison (Ex): Injury, Fortitude DC 11, initial damage 1d4 Con, secondary damage 2d4 Con. The save DC is Constitution-based.

Combat Notoriously cowardly in battle, a mandragoras strikes out with its poisonous tails when threatened, retreating into dollform if it feels it is in genuine danger. If used as a spy, a mandragoras typically relies upon its size to sneak into a location unnoticed, hiding and assuming dollform as a proactive defense. A mandragoras’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will—detect magic, detect poison, ghost sound (DC 10), open/ close; 1/day—shocking grasp. Caster level 6th. The save DC is Charisma-based. Dollform (Su): As a full-round action, a mandragoras may assume a stationary position, taking on the properties of super-condensed stone. Effectively indestructible (hardness 50), the mandragoras cannot move while in dollform, but it is aware of its surroundings and may take purely mental actions. It can revert back to its organic form as a full-round action. Skills: A mandragoras has a +8 racial bonus on Hide and Move Silently checks.

Detect Thoughts (Sp): Those thaumaturges who favor espionage generally

Merihim (Demon Lord)

Huge Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 17d8+102 (178 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 29 (–2 size, +1 Dex, +20 natural), touch 9, flat-footed 28 Base Attack/Grapple: +17/+32 Attack: Claw +23 melee (2d6+10) or palsied hand +13 melee touch (1d3–2 plus unleash taint) Full Attack: Claw +23 melee (2d6+10) or palsied hand +13 melee touch (1d3–2 plus unleash taint) Space/Reach: 15 ft./20 ft. Special Attacks: Improved grab, rend 3d6+10, constrict 2d6+10, disease stems, smotherfume, spell-like abilities, unleash taint Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., demon traits, immunity to electricity and poison, palsied hand, regeneration 10, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft. Saves: Fort +16, Ref +11, Will +11 Abilities: Str 24, Dex 12, Con 22, Int 14, Wis 12, Cha 8 Skills: Climb +27, Concentration +26, Diplomacy +1, Heal +21, Intimidate +19, Jump +27, Listen +21, Search +22, Sense Motive +21, Spellcraft +22, Spot +21, Survival +1 (+3 following tracks) Feats: Blind-Fight, Cleave, Great Cleave, Improved Sunder, Power Attack, Weapon Focus (claw) Environment: The Abyss Organization: Unique Challenge Rating: 20 Treasure: Double standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: —

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Many planar travelers consider the Abyssal layer known as the Soaking Canyon of Malignancy to be one of the least hospitable locations in the multiverse. Unlike the Elemental Plane of Fire or an Abyssal layer composed entirely of rapidly spinning shrapnel, it’s possible to survive in the Canyon— it’s just not possible for most mortals to survive there for long. Home to Marbas, the demon prince of disease and mutation, the layer features steep walls of afflicted flesh seeping streams of pus, rivers of cancerous bile, and legions of demonic creatures best identified as overgrown bacteria. Pestilence floats on the air here, bringing slow death to all who inhale it. The layer does have its attractions, however. Marbas’s personal caverns, known as the Dripping Darkness, hold a wealth of magical liquids sought after by alchemists throughout the multiverse. Those who would plunder that dank repository of filth, however, must first deal with Merihim.

Merihim has served Marbas for millennia as guardian, general, confidant, and science project. Abyssal legend posits that he was once a handsome mortal elf, but eons of exposure to the Canyon and the personal attentions of the Master of Fetid Change transformed him into his current incarnation. The six flutes of skin that extend from Merihim’s back serve as direct conduits to his tumorous internal organs, fertile growth beds for numerous diseases. His oversized, mutated left arm appears cumbersome, but Merihim manipulates it with grace and ease, crushing opponents in his giant, terrible hand. His right arm is a different story. Atrophied and nearly unusable due to an extreme palsy, it is a testament to the power of disease to harm even mighty outsiders. Though Merihim spends most of his time at the mouth of the Dripping Darkness, Marbas occasionally sends him as an envoy to the Material Plane, knowing that Merihim represents his best chance at spreading disease and mutation among mortals. Merihim speaks Abyssal, Common, and Elven.

Merihim’s natural weapons, as well as any weapons he wields, are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. Improved Grab (Ex): To use this ability, Merihim must hit with a claw attack. If he gets a hold, he rends and can constrict. Rend (Ex): When Merihim gets a hold he latches onto the opponent’s body and tears the flesh. This attack automatically deals 3d6+10 points of damage. Constrict (Ex): Merihim deals automatic claw damage to a Large or smaller opponent with a successful grapple check. Disease Stems (Ex): Merihim’s monstrous back features six prehensile fleshy stems that end in toothy maws. The demon lord can expel a different noxious fume from each stem in a cone 30 feet long, spreading pestilence with the release of his bodily gases. Creatures caught within must make a successful Fortitude save (DC 24) or become diseased. (Note that the save DCs below represent the difficulty of fighting off the disease once it has already been contracted.) Creatures who successfully save are immune to the effects of that specific disease cone for one day. The demon lord may use one cone per round, choosing one of the following diseases. The save DC is Constitution-based. •

Bone Rot: Inhaled, Fortitude DC 18, incubation period 1 day; damage 1d6 Con.

Smotherfume (Su): Merihim can forego his constrict damage to pull a held opponent over his head and directly into the ambient vapors spewing from his six disease stems. The opponent must make a Fortitude save for each disease stem to avoid infection. Spell-Like Abilities: At will—contagion (DC 13), disguise self, enervation, see invisibility; 3/day—acid fog, insanity (DC 16), power word stun, slow (DC 12); 1/ day—power word kill. Caster level 20th. The save DCs are Charisma-based. Unleash Taint (Su): By making a successful touch attack with his palsied hand, Merihim can unlock any disease festering in the touched opponent. Touched creatures must make a Fortitude save (DC 24). Those who successfully save are immune to Merihim’s unleash taint attack for one day. Those who fail immediately suffer the effects of any diseases they currently carry as if they had reached the end of the disease’s incubation period. If the victim is not infected by an incubating disease, the attack has no effect. The save DC is Constitution-based.

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• Cackle Fever: Inhaled, Fortitude DC 18, incubation period 1 day; This creature is as large as a giant, though its twisted spine damage 1d6 Wis. Merihim greatly enjoys physical • Kobold Stank: Inhaled, Fortitude results in a stooped posture. Rubbery skin the color of phlegm combat, as he has never truly lost. DC 16, incubation period 1 day; covers its deformed frame, and six fleshy flutes of skin extend Each fight gives him more chances damage 1d6 Cha. to spread the “boon of Marbas” (a from its back. Each is tipped with a little mouth. Its right arm • Mindfire: Inhaled, Fortitude DC foul disease), a prospect that fills him is small and crooked, but its left is oversized and ends in a great 12, incubation period 1 day; damage with glee. He usually attempts to grab 1d4 Int. claw. The creature’s head has features that distantly recall that enemies with his powerful left hand, • Musclecreak: Inhaled, Fortitude of an elf, but its fanged grimace is decidedly savage. bringing them to his disease stems for DC 18, incubation period 1 day; a quick breath of foul air. The demon damage 1d4 Dex. lord thereafter touches the opponent • Stumpers: Inhaled, Fortitude DC with his palsied hand, unleashing the 14, incubation period 1 day; damage 1d4 Str. horror of disease upon it in a matter of instants.

Combat

Palsied Hand (Ex): Merihim’s right arm is shriveled and shakes with palsy. Its attack bonus and damage are calculated as though his Strength score were 6. Regeneration (Ex): Merihim takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

Nyogoth

Medium Outsider (Chaotic, Evil, Extraplanar, Qlippoth) Hit Dice: 12d8+48 (102 hp) Initiative: +1 Speed: 5 ft. (1 square), fly 30 ft. (good) Armor Class: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21 Base Attack/Grapple: +12/+15 Attack: Maw +16 melee (1d6+3/19–20) Full Attack: 4 maws +16 melee (1d6+3/19–20) and bite +10 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray, fascination, spell-like abilities Special Qualities: Damage reduction 10/good, flight, immunity to acid, cold, mind-affecting effects, and poison, resistance to electricity 10 and fire 10, qlippoth traits, telepathy 100 ft. Saves: Fort +12, Ref +9, Will +9 Abilities: Str 16, Dex 13, Con 18, Int 9, Wis 13, Cha 11 Skills: Concentration +19, Hide +16, Intimidate +15, Knowledge (the planes) +14, Listen +16, Search +14, Spot +16, Survival +1 (+3 on other planes, +3 following tracks) Feats: Cleave, Great Cleave, Improved Critical (maw), Power Attack, Weapon Focus (maw) Environment: The Abyss Organization: Solitary or brood (2–5) Challenge Rating: 10 Treasure: Standard Alignment: Always chaotic evil Advancement: 13–26 HD (Large) Level Adjustment: — Nyogoths epitomize the insatiable hunger of the qlippoth race. They are, in a

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way, a physical representation of the incompleteness of the multiverse. No matter how much they eat, the nyogoths are always hungry. No type of qlippoth deserves the sobriquet “Hollow One” more than the nyogoth.

Floating above the ground, this creature looks like a cluster of intestines. It has four flexible appendages, each tipped with a toothy maw. On its ball-like body is a single face dominated by the maniacal grin of its fifth maw.

In ancient days, before the celestial host descended upon the Abyss, nyogoths served the qlippoth as living disposal systems, dissolving with their powerful body acids that which did not fit into their many mouths. Products of the great genetic programs in the qlippoth’s foundry-cities, they were bred for passivity and industriousness. Passing millennia within the darkest shadows of the Abyss worked out nyogoths’ disposition to docility, but they continue to pursue their primary task—eating—with a most unqlippoth-like work ethic. Their anatomy defies nature. Over 90% of a nyogoth’s body is given over to digestion. Its four appendages erupt from its body, and these suck in food: alive, dead, or inanimate. Most nyogoths remain concealed in the Abyss with the rest of the qlippoth. A small number have found their way to the Material Plane at the behest of wizards or thaumaturges. Few summoners who end up with one truly know what they are in for. Nyogoths understand but do not speak Abyssal.

Combat Nyogoths love to get up close and personal in combat. This not only allows them to make multiple maw attacks, it also punishes opponents’ blows with

Orusula

Huge Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 14d8+98 (161 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 26 (-2 size, +1 Dex, +13 natural, +4 armor), touch 9, flatfooted 25 Base Attack/Grapple: +14/+31 Attack: Gore +21 melee (2d6+13 and disease) Full Attack: Gore +21 melee (2d6+13 and disease) Space/Reach: 15 ft./10 ft. Special Attacks: Disease, foam Special Qualities: Damage reduction 10/cold iron or good, demon traits, immune to mind-affecting spells and effects, ferocity, scent, spell resistance 20 Saves: Fort +16, Ref +10, Will +10 Abilities: Str 28, Dex 12, Con 24, Int 3, Wis 13, Cha 9 Skills: Jump +26, Listen +18, Spot +18, Survival +18 Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Power Attack, TrackB Environment: The Abyss Organization: Solitary, Pair, Herd (3-30) Challenge Rating: 9 Treasure: None Alignment: Always chaotic evil Advancement: 15-28 HD (Huge), 29+ HD (Gargantuan) Level Adjustment: — The orusula’s similarity in appearance to a giant boar is just that - a mere similarity. Instead of animal, the orusula is a foul, albeit stupid, demon that roves the many layers of the Abyss. Mighty demons often employ these brutes as mounts. More commonly, herds of orusula wander the planes rooting for food (preferably flesh), messily eating whatever they come across.

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Orusula understand, but do not speak, Abyssal.

sprays of acid. Since nyogoths enjoy a high attack bonus, they often use Power Attack to increase their damage, and Improved Critical makes their maw attacks even more deadly. In confined spaces such as dungeons, nyogoths prefer to lurk in high-ceilinged areas and bring toothy death from above.

A nyogoth’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Acid Spray (Ex): A nyogoth’s body is full of highly corrosive digestive fluid. When punctured, it sprays out this acid uncontrollably. Any opponent that deals melee damage to a nyogoth with a piercing or slashing weapon immediately takes 2d4 points of acid damage (Reflex DC 20 half). On a successful critical hit against a nyogoth, the acid damage increases to 2d6. Opponents attacking from nonadjacent spaces (such as with reach weapons) are unaffected by the acid spray. The save DC is Constitution-based. Fascination (Su): Resisting a nyogoth’s fascination ability requires a successful Will save (DC 16). The save DC is Charisma-based. (See page 7 for a full description of this ability.) Spell-Like Abilities: 3/day—protection from arrows, protection from law, scare (DC 12); 1/day—dimension door, shout (DC 14). Caste level 12th. The save DCs are Charisma-based. Flight (Ex): A nyogoth’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. It also grants the nyogoth a permanent feather fall effect (as the spell) with personal range.

Paigoel

Large Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 12d8+36 (90 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 22 (–1 size, +1 Dex, +12 natural), touch 10, flat-footed 21 Base Attack/Grapple: +12/+25 Attack: Weapon +16 melee (2d6+5 or by weapon) Full Attack: 10 weapons +16 melee (2d6+5 or by weapon) Space/Reach: 10 ft./10 ft. Special Attacks: Hail of darts, potent charge Special Qualities: All-around vision, damage reduction 10/good, demon traits, immunity to fire and poison, resistance to acid 10 and electricity 10, spell resistance 24, true seeing Saves: Fort +11, Ref +9, Will +9 Abilities: Str 21, Dex 13, Con 16, Int 14, Wis 12, Cha 11 Skills: Appraise +17, Bluff +15, Diplomacy +4, Disguise +0 (+2 acting), Intimidate +17, Jump +20, Knowledge (dungeoneering) +17, Listen +16, Sleight of Hand +18, Search +21, Sense Motive +16, Spot +20, Survival +1 (+3 underground, +3 following tracks) Feats: Cleave, Great Cleave, Improved Bull Rush, Improved GrappleB, Improved Sunder, Power Attack

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Foam (Ex): When excited by the scent of fresh meat, the orusula begin to foam This creature looks like an enormous boar, replete with a in anticipation of the meal. The foam Orusula lack anything that one might snout and cloven hooves. Its hide bristles with iron hair that originates in their gullets and travels up construe as finesse in combat. These through the esophagus, where it froths grows between the iron plates affixed to its flanks. From its beasts launch into the fray, bull in an awful yellow mess. Once every foam-dripping mouth curl six awful black tusks, matching rushing first, and then they use their 1d4 rounds in combat, as a free action, Awesome Blow feat to disperse their the color of its empty eyes. the orusula shakes its head to rid itself enemies. They prefer to focus their of the irritating buildup, spraying all attention on one opponent at a time, adjacent squares with foulness. Those devouring the soft organs before in the affected area must attempt a Reflex save (DC 26) or be coated by the stuff. moving on to feast on another foe. Orusula attacks are considered both The foam burns the skin for 1d6 points of acid damage. The acid remains for 1d6 chaotic and evil for purposes of overcoming damage reduction. rounds. Cumulative exposure to the foam stacks. It takes 1d2 full round actions to Disease: Orusula are carriers of demon fever, perhaps connecting these clean off the foam once exposed. This ability is Constitution-based. foul creatures in some way to the infamous night hags. They transmit the Ferocity (Ex): An orusula continues to fight without penalty even while disease through their gore attack. Consult the DMG for details on this disabled or dying. contagion.

Combat

Environment: The Abyss Organization: Solitary Challenge Rating: 13 Treasure: Double standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: — The personal layer of Anarazel, the Guardian of a Thousand Terrors, is known as the Caves of Chaos. Within endless miles of corridors and galleries, Anarazel has secreted treasures beyond mortal comprehension and set deadly traps and monstrous creatures to guard them. Among his favorite guardians are the fierce fiends known as paigoels. Paigoels are near and dear to Anarazel’s avaricious heart because they are made from the souls of his most dedicated worshipers. Those who give praise to the Guardian of a Thousand Terrors know that if they die seeking treasure in the deep dark of a dungeon, they’ll be given a new demonic shape when their souls arrive in the Caves of Chaos. What very few know, however, is that when an entire adventuring party is wiped out in some tomb of horror, the souls of the slain are fused together to create a paigoel. With eyes facing in every direction, Paigoels cannot be surprised. Anarazel uses paigoels to guard precious artifacts in the Caves of Chaos, and he sometimes sends them to haunt the deepest levels of famous dungeons in the Material Plane.

Combat Paigoels used to be adventurers, so they know many of the classic dungeoneering tricks and how to counter them. They don’t let on that they can see invisible creatures, for instance, allowing sneaky characters to get close before lashing out. Some paigoels even pick the pockets of enemy rogues to prove that they’ve still got it. When combat gets down and dirty, paigoels use their hail of darts in corridors where possible and then close to let their ten arms finish the opposition. A paigoel can wield a different weapon in each of its ten hands. For the sake of ease, average damage is provided above. GMs who want more precision should detail the weaponry carried and determine damage by weapon. A paigoel’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

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Hail of Darts (Su): As a standard action, a paigoel can project a hail of darts from its outstretched palms in a line 30 feet long and 5 feet wide. Those caught in the hail take 10d6 points of damage (Reflex DC 19 half). The save DC is Constitution-based.

This creature’s head has three faces, and ten arms grow out of its large humanoid-shaped body.

All-Around Vision (Ex): A paigoel can see in every direction, providing a +4 racial bonus on Spot and Search checks. A paigoel can’t be flanked.

Potent Charge (Ex): A paigoel can take advantage of its many arms for extra attacks when charging. If a paigoel executes a successful charge, it can

True Seeing (Su): A paigoel has a permanent true seeing ability as the spell (caster level 12th).

Philotanus the Seducer (Demon Lord)

Large Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 22d8+176 (275 hp) Initiative: +8 Speed: 30 ft. (6 squares) Armor Class: 34 (-1 size, +8 Dex, +5 natural, +12 insight), touch 29, flat-footed 26 Base Attack/Grapple: +22/+34 Attack: +6 large unholy wounding rapier +36 melee (1d8+14 plus 1 Con plus 2d6 against good opponents, critical 15-20) Full Attack: +6 large unholy wounding rapier +36/+31/+26/+21 melee (1d8+14 plus 1 Con plus 2d6 against good opponents, critical 15-20) Space/Reach: 10 ft./10 ft. Special Attacks: Charming voice, spell-like abilities, spells, summon demon Special Qualities: Damage reduction 10/epic and good, demon traits, immune to disease, resistance to acid 20, cold 20 and fire 20, spell resistance 34 Saves: Fort +21, Ref +21, Will +12 Abilities: Str 26, Dex 26, Con 26, Int 17, Wis 9, Cha 31 Skills: Balance +33, Bluff +35, Diplomacy +39, Disguise +10 (+12 acting), Gather Information +35, Intimidate +37, Knowledge (the planes) +28, Listen +24, Perform (oratory) +35, Sense Motive +24, Sleight of Hand +35, Spellcraft +28, Survival +0 (+2 in the planes) Feats: Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (rapier), Mobility, Spring Attack, Whirlwind Attack Environment: The Abyss Organization: Solitary (unique), Entourage (Philotanus, plus 1d6 radiant boys, plus 1d3 incubi) Challenge Rating: 21 Treasure: Triple Standard Alignment: Always chaotic evil Advancement: — Level Adjustment: — As Socothbenoth’s pet and plaything, Philotanus is an utterly insane demon lord, propelled by his insatiable lust for the forbidden. He would have been a prince, perhaps ruling his own layer, but his desires always interfere with his advancement. Instead, the queen of sexuality, Socothbenoth, supplies the mad demon with suitable companions, and he, in turn, serves her as faithfully as his urges allow.

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make up to three attacks that round instead of the usual one.

As the patron of illicit love, mortals with perverse desires entreat this demon for aid in achieving the fulfillment of their lusts. Philotanus is more than happy to assist in whatever way that he can, though when called to the Material Plane, he more often snares the young lover for himself. This capricious manner perpetually gets the fun-loving demon into trouble.

Despite his devotion to Socothbenoth, Philotanus is a traitor. Belial, an archdevil in Hell, seduced the randy demon, and offered him a choice from the stable of a thousand delights. Attracted to the rampant sensuality and violence, Philotanus easily slipped into Hell and prostrated himself before his new master. Now, Philotanus lives two lives, one rampaging through the Abyss with his delicate radiant boys, and the other, sampling the delicious screams of the tormented in Belial’s fortress. Stranger still, both Belial and Socothbenoth know of the demon lord’s treachery, yet for now, both abide his antics.

Standing nine feet tall with an androgynous physique and flawless features is a man of uncommon gentility. His clothes suggest he’s a courtier, brazen noble or simply a fop. White face powder conceals any blemishes, while blush colors his cheeks and nose. A great wig of golden locks barely conceals his small horns. However, when he grins, you see rows of brown pointed teeth, with human headed maggots squirming beneath the skin of his gums.

Combat Philotanus would rather chat and flirt with attractive opponents than skewer them on his rapier, at least at first. He attempts to persuade them to relax and enjoy the moment, to sit back and sample the delicious treats that only he can offer. Should his charms fail, he sends a vicious barrage of spells to weaken his enemies before transforming himself into a whirlwind of death with his

Charming voice (Su): Philotanus is a master of the voice, capable of swaying those of the coldest heart and of the saddest dispositions. The demon lord may use it to achieve any of the results normally reserved for bards, effectively gaining full access to the bardic music ability. See PHB for details. Spell-Like Abilities: Philotanus can use the following spell-like abilities at-will as a 20th-level caster - desecrate, dominate monster (DC 29), geas/quest (DC 26), mass charm monster (DC 28), irresistible dance (DC 28), unholy blight (DC 24), veil (DC 26) 1/day—phantasmal orgy*, wish *New Spell, see page 19.

Spells: Philotanus casts spells as a 16th-level bard. Cast per day (4/7/7/6/ 5/4/2; DC 20 + spell level); Spells Known: 0—dancing lights, detect magic, lullaby, mage hand, open/close, read magic; 1st—cause fear, disguise self, hypnotism, lesser confusion, undetectable alignment; 2nd—alter self, blur, rage, suggestion; 3rd—blink, crushing despair, dispel magic, slow; 4th—cure critical wounds, freedom of movement, legend lore, rainbow pattern; 5th—mass suggestion, mind fog, mislead, nightmare; 6th—greater scrying, project image. Summon Demon (Sp): Twice per day, Philotanus may automatically summon 1d10 radiant boys and 1d2 incubi, or 1 nalfeshnee and 1d6 babau, or 1 balor. This ability is equivalent to a 10th-level spell.

Radiant Boy

Medium Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 9d8+18 (58 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 13 (+3 Dex), touch 13, flatfooted 10 Base Attack/Grapple: +7/+8 Attack: Light ray +11 ranged touch (1d10 and paralysis), or bite +8 melee (1d6+1) Full Attack: Light ray +11/+6 ranged touch (1d10 and paralysis), or bite +8 melee (1d6+1) Space/Reach: 5 ft. / 5 ft. Special Attacks: Energy drain, light rays, spell-like abilities, summon Special Qualities: Damage reduction 10/cold iron, demon traits, frightful presence, immune to fire, spell resistance 18 Saves: Fort +7, Ref +8, Will +10 Abilities: Str 13, Dex 17, Con 15, Int 18, Wis 20, Cha 28 Skills: Bluff +21, Concentration +14, Diplomacy +27, Disguise +21 (+23 acting), Intimidate +23, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +17, Search +16, Sense Motive +19, Spellcraft +18, Spot +17, Survival +5 (+7 planes, tracks) Feats: Augment SummoningB, Combat Casting, Improved Initiative, Negotiator, Weapon Focus (light ray)

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rapier. Philotanus’ attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.

Environment: The Abyss Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always chaotic evil Advancement: — Level Adjustment: — Sometimes, when a mother loses a child to misfortune, accident or murder, she just cannot let the child go. Denial passes and instead of the awful grief, she obsesses over her lost beloved. As her sanity erodes, she directs her ire at the gods, cursing and imploring them to bring her child home. These poor women who blame the gods for their loss, are the primary targets for radiant boys. Grief stricken mothers are not the only targets, however; young wives or girls who lost their husbands and beaus often fall into the same pattern of despair. In either case, these demonic spirits prey on the broken hearted, fulfilling their dreams and feeding off their hopes. Spawned from the union of a succubi and incubi, demons breed radiant boys for the exclusive purpose of destroying the normally unattainable souls of mortals. When not dispatched to the Material Plane, they fill Philotanus’ (see page 64) stable as pleasure slaves. Most demons use these minor fiends for sport, abuse or as messengers. Radiant boys speak Common and Abyssal.

Combat Radiant boys, though capable in combat, fight using subtler methods. They worm their way into the hearts of a mother,

A

wife or lover, draining their life force and condemning them t o an eternity of suffering. If pressed into direct conflict, radiant boys attempt to summon assistance via summon. Failing that, they blend spell-like abilities and light rays to create a whole through which they may escape. Radiant boys’ attacks are considered both chaotic and evil for purposes of overcoming damage reduction. Energy drain (Su): The radiant boys drain the energy from their victims by embracing them. If the target refuses the radiant boy’s embrace, the demon must start a grapple, provoking an attack of opportunity. The radiant boy’s embrace bestows one negative energy level. Like the succubus, every embrace functions as suggestion, asking the victim to accept another hug. To avoid the suggestion, the victim must succeed a Will save (DC 22). To remove the negative energy level, the target must make a Fortitude save of DC 22. These save DCs are Charisma-based.

Light rays (Su): The radiant boy may fire a ray of profane energy from his hands, by making a ranged touch attack. If the attack is successful, the victim must attempt a Will save (DC blue nimbus surrounds this naked young man. His eyes lack 22) or be held immobile as if under pupils, but his mouth offers a warm and pleasant smile. the effects of hold person. The save DC is Charisma-based.

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Spell-Like Abilities: The radiant boy may use the following spells at will— alter self, charm person (DC 20), and invisibility, and the following spell once per day—blasphemy (DC 26). The following spells are always active—blur and detect thoughts. Though the always-active spells can be dispelled, the radiant boy can reactivate them as a free action. Summon Demon (Sp): Once per day, the radiant boy can summon a succubus or an incubus with a 35% chance of success. This ability is the

equivalent of a 6th-level spell. Note that either demon summoned gains the benefits of the Augment Summoning feat. Frightful Presence (Ex): Whenever a radiant boy gets angry, his features contort in an awful spectacle, sending torrents of fear through those viewing him. All those exposed to his changed appearance and within 30-feet must attempt a Will save (DC 23) to resist the effects. A failed save results in the creature becoming shaken for 5d6 rounds.

Rahu the Tormentor

(Demon Lord)

Large Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 19d8+95 (180 hp) Initiative: +10 Speed: 50 ft. (10 squares) Armor Class: 40 (–1 size, +6 Dex, +25 natural), touch 15, flat-footed 34 Base Attack/Grapple: +19/+32 Attack: Claw +24 melee (2d6+1/19–20) Full Attack: 2 claws +24 melee (2d6+1/19–20) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, pain manipulation, spell-like abilities, stop that wriggling, tools of the trade, truth through pain Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., demon traits, immunity to electricity and poison, regeneration 10, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft. Saves: Fort +16, Ref +17, Will +17 Abilities: Str 12, Dex 22, Con 20, Int 22, Wis 19, Cha 22 Skills: Bluff +28, Climb +1 (+3 with rope), Concentration +27, Decipher Script +28, Diplomacy +32, Disguise +6 (+8 acting), Escape Artist +28 (+30 in rope bonds), Gather Information +28, Heal +26, Intimidate +30, Knowledge (arcana) +28, Profession (torturer) +26, Search +28, Sense Motive +26, Spellcraft +30, Survival +4 (+6 following tracks), Use Rope +28 (+30 with bindings) Feats: Combat Casting, Combat Reflexes, Improved Critical (claw), Improved Grapple, Improved Initiative, Iron Will, Weapon Finesse Environment: The Abyss Organization: Unique Challenge Rating: 20 Treasure: Triple standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: — Torturers everywhere pray to the demon prince Azidahaka as patron of both truth and lies. They’re much more likely to respect his chief “surgeon,” Rahu the Tormentor, though, as it is Rahu who frequently visits the Material Plane to evangelize the use of torture as a means of political control. A collector of both surgical instruments and preserved body parts, Rahu has an interest in human physiology and anatomy best categorized as obsessive. He tires of working under the paranoid Azidahaka, wasting his Occasionally, the demon lord tortures his employer as well, all in an effort to efforts upon demons and souls. He better understand the human body longs to flee to a mortal world, where and how to make it do one’s bidding he can continue his grim work with through the methodical application Impossibly gaunt, this humanoid-looking creature possesses no shortage of live human victims. of pain. an oddly handsome visage, with fine features and delicate blue The Tormentor speaks in a soothing Rahu speaks Abyssal, Celestial, skin. He wears a tight gown of leather and a stained apron, low voice that would put listeners Common, Draconic, Dwarven, at ease if it came from the mouth accented with dangling tools. Two long, elegant horns emerge Elven, and Infernal. of anyone else. He favors highly from his forehead, stretching more than a foot in length. fetishized garments of tight leather, accenting the assembly with a bloodspattered apron. Dozens of small Rahu much prefers cutting apart a saws, awls, vises, and worse dangle from the apron, some still thick with the restrained opponent to actually risking himself on the field of battle. When skin and fluids of past unfortunates. he must fight he attempts to strengthen himself using his spell-like abilities before charging into the fray, fingers itching for a chance to use his screws Evil mortal sovereigns sometimes call upon Rahu to assist them in extracting and saws. information from otherwise intractable foes. This he does, for a price.

Combat

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Improved Grab (Ex): To use this ability, Rahu must hit a Medium or smaller opponent with a claw attack. Pain Manipulation (Ex): Using his advanced knowledge of anatomy and how to turn a small wound into a horrific disability, Rahu automatically confirms critical hits against previously wounded opponents. Spell-Like Abilities: At will—blasphemy (DC 23), death knell (DC 18), detect good, detect law, fear (DC 20), greater dispel magic, greater teleport (self plus 50 pounds of objects only), hold person (DC 19), suggestion (DC 19), symbol of pain (DC 21), unholy blight (DC 20), zone of truth (DC 18); 3/day—displacement, haste; 1/day—implosion (DC 25). Caster level 20th. The save DCs are Charismabased. Stop that Wriggling (Ex): Due to his extensive knowledge of immobilizing an opponent, Rahu receives a +4 competence bonus on grapple checks. Tools of the Trade (Ex): If he gets a hold, Rahu can spend a round working on the held opponent’s body with the grisly torture implements that hang from his apron. He may pick one of the following options:

• • • • •

Don’t Look at Me Like That: Rahu sticks pins into the opponent’s eyes, rendering it completely blind. Sight can be restored with a regenerate spell. Not the Face!: The opponent suffers 1 point of Charisma drain from horrific wounds that scar its face. The drain can only be undone with a regenerate spell. Kneel before Rahu: Using a serrated blade, Rahu saws through the tendons in the back of the opponent’s legs. The opponent is rendered immobile until its legs are repaired through a regenerate spell. That’s Enough Out of You: Rahu crushes the opponent’s larynx with a set of rusty pliers. The creature cannot speak until the damage is repaired with a regenerate spell. Unhand Me!: The Tormentor completely ruins one of the opponent’s hands, rendering it usless until the damage is repaired by a regenerate spell.

Truth through Pain (Su): As a free action, Rahu can ask a question of the creature he is attacking. If his attack is successful, the opponent must make a Will save (DC 25) with a circumstance modifier of –1 for every point of damage dealt by Rahu’s attack. Those who fail to save must answer the question truthfully. The save DC is Charisma-based. Regeneration (Ex): Rahu takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

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Rahu’s natural weapons, as well as any weapons he wields, are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction.

Medium Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 Base Attack/Grapple: +6/+9 Attack: Halberd +10 melee (1d10+4/x3 plus disease) or gore +9 melee (1d6+4) Full Attack: Halberd +10/+5 melee (1d10+4/x3 plus disease) or gore +9 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Charge 3d6+3, disease, spell-like abilities, summon demons Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., demon traits, immunity to disease, electricity, and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft. Saves: Fort +7, Ref +7, Will +3 Abilities: Str 17, Dex 14, Con 14, Int 8, Wis 6, Cha 6 Skills: Balance +11, Climb +12, Intimidate +7, Jump +12, Listen +7, Spot +15, Survival +7 Feats: Power Attack, Run, Weapon Focus (halberd) Environment: The Abyss Organization: Solitary or pack (3–8) Challenge Rating: 4 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–12 HD (Medium); 13–18 HD (Large) Level Adjustment: +5 The goat-headed schirim pervade the Material Plane, primarily because they can be summoned by magics easily accessible to spellcasters with very little skill. Clumsy covens fumbling with half-understood scrolls frequently bring a schir from the Abyss, and many credulous cultists believe all demons look like the bestial schirim. The goat demons revel in their reception on the Material Plane, seldom speaking of their station at home. In the Abyss, schirim are little more than soldiers or guardians, expected to follow the orders of their betters at all times. Dull-witted and slow to learn, they nonetheless make superlative sentries, thanks to their spell-like abilities and otherworldly sense of focus. A schir looks like the bastard offspring of human and goat. Its long, muscular neck supports a bestial head topped with two backward-curving horns. The creature’s nauseating yellowed teeth reek of decayed meat and human waste, and its beady eyes burn with an amber rage. A food-encrusted beard dangles from the demon’s chin.

Schirim carve or brand a number of mystical symbols upon their chests. These markings represent clan affiliations, and some schirim refuse to work with members of other clans; such refusals occasionally break out into open battle between the schirim serving allied demon lords. To a schir, clan allegiance is paramount to all other concerns, and no task is too important to get in the way of eons-old internecine struggle.

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Though all schirim pay lip service to their creator, the demon prince Azazel, not all serve the progenitor of their race. Perhaps due to their incredible fecundity, schirim have spread to nearly every inhabitable layer of the Abyss, and rare is the demon noble who does not employ at least a pack of the creatures somewhere in its vast retinue.

This creature has the head and legs of a goat and the torso and arms of a humanoid. It is covered in coarse fur, growing especially thick at the legs and shoulders, and it has a tangled beard. Its legs feature two knees apiece, the lower set of which bend backward just above its hooves.

Schirim speak Abyssal, relying upon their tongues spell-like ability to communicate with mortals.

Combat Schirim care little for tactics, preferring to attack the nearest enemy regardless of the dictates of combat. If facing multiple foes, allied schirim gang up on a single opponent, making sure that enemy has been dealt with before moving on to the next.

addition to the normal benefits and hazards of a charge, this allows the schir to make a single gore attack that deals 3d6+3 points of damage. A schir may move up to three times its speed as part of a charge.

Disease (Su): Though they are immune to disease, the grotesque inner physiology of schirim make them ideal hosts for infectious agents. Using this to their advantage, schirim continually lick the blades of their halberds, coating their weapons with disease-ridden spittle. •

Demon Fever: Injury, Fortitude DC 18, incubation period 1 day; damage 1d6 Con (when damaged, creature must succeed at another Fortitude save or 1 point of Con damage is Con drain instead).

Spell-Like Abilities: At will—arcane lock, expeditious retreat, jump, protection from good, see invisibility, tongues. Caster level 6th.

A schir’s natural weapons, as well as any weapons it wields, are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction.

Summon Demons (Sp): Once per day a schir can attempt to summon 1d3 schirim with a 20% chance of success. This ability is the equivalent of a 2ndlevel spell.

Charge (Ex): A schir typically begins combat by lowering its head and charging at an opponent, aiming to gore its enemy upon powerful horns. In

Skills: A schir has a +8 racial bonus on Spot checks.

Shiggarreb (Qlippoth Lord)

Huge Outsider (Chaotic, Evil, Extraplanar, Qlippoth) Hit Dice: 20d8+100 (190 hp) Initiative: +2 Speed: 50 ft. (10 squares), climb 30 ft. Armor Class: 31 (–2 size, +2 Dex, +21 natural), touch 10, flat-footed 29 Base Attack/Grapple: +20/+36 Attack: Claw +26 melee (2d4+8) Full Attack: 2 claws +26 melee (2d4+8) and bite +24 melee (2d6+4) and slam +24 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Eldritch mastery, fascination, rend 2d6+12, spells, summon qlippoth Special Qualities: Damage reduction 15/cold iron and good, demon traits, immunity to cold, mind-affecting effects, and poison, resistance to acid 10, electricity 10, and fire 10, shapechange, spell resistance 32, telepathy 100 ft., tongues Saves: Fort +17, Ref +14, Will +14 Abilities: Str 26, Dex 14, Con 20, Int 24, Wis 14, Cha 15 Skills: Balance +25, Bluff +25, Climb +39, Concentration +28, Diplomacy +6, Disguise +25 (+27 acting), Hide +17, Intimidate +27, Jump +31, Knowledge (arcana) +30, Knowledge (the planes) +30, Listen +25, Search +30, Sense Motive +25, Spellcraft +32, Spot +25, Survival +2 (+4 on other planes, +4 following tracks) Feats: Blind-FightB, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell, MultiattackB, Quicken Spell Environment: The Abyss Organization: Unique Challenge Rating: 21 Treasure: Standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: —

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In the days when qlippoth ruled the Abyss, Shiggarreb controlled the great foundry-city of Vorath. With millions of minions at her command, she built her metropolis into the ultimate expression of cosmic evil. In her slave pits and laboratories, new monstrosities were birthed every day. Shiggarreb and her followers used the primordial stuff of chaos to create and destroy, to twist and corrupt. Unconcerned with the rest of the multiverse, they continued their mad experiments until hosts of ghaeles brought the qlippoth civilization tumbling down. While countless qlippoth died, Shiggarreb escaped the wrath of the celestials by an expeditious flight to Hades. When she returned, she found the demons in the process of taking

time. Most of these plans involved outright military conquest or working with evil allies from other Lower Planes. Now Shiggarreb has hatched a new scheme. She recalls only too bitterly the glittering celestial hosts and the damage they dealt the qlippoth. Shiggarreb hopes to draw down the ghaele armies a second time and let the Lords of Good do her dirty work for her. To achieve this end, Shiggarreb has been traveling the worlds of the Material Plane and perpetrating terrible crimes in the name of various demon princes. With her shapeshifting ability and mastery of magic, it’s all so easy for her to pin the blame on demons. Such evil acts play right into the preconceptions of the Lords of Good. In the past hundred years Shiggarreb has incited a cult of Orcus to murder every child in a populous kingdom and bring them back as an army of zombie children; burned to ashes one of the greatest repositories of knowledge in the multiverse in the name of Flauros; and spread countless plagues that seem to be the work of Abaddon. Each act is calculated to cause moral outrage in the Upper Planes. Shiggarreb feels it is now only a matter of time before the Lords of Good will be forced to act. Shiggarreb speaks Abyssal and Infernal, but her tongues ability allows her to communicate with any being easily.

Combat Shiggarreb’s first action in any serious combat is to cast time stop and then load up on protective magic. With a huge variety of spells at her command, Shiggarreb can dispose of most opponents without entering melee, though she is more than capable of handling herself up close as well. If a fight turns against her, she teleports away. She has not survived since the dawn of time by being stupid.

Shoggti

Large Outsider (Chaotic, Evil, Extraplanar, Qlippoth) Hit Dice: 8d8+24 (60 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 23 (–1 size, +3 Dex, +11 natural), touch 12, flat-footed 23 Base Attack/Grapple: +8/+17 Attack: Tentacle +13 melee (1d8+5) Full Attack: 4 tentacles +13 melee (1d8+5) and bite +7 melee (2d4+2) Space/Reach: 10 ft./10 ft. (15 ft. with tentacle) Special Attacks: Braincloud, fascination, improved grab, constrict 1d8+5 Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to cold, mind-affecting effects, and poison, resistance to acid 10, electricity 10, and fire 10, qlippoth traits, telepathy 100 ft., uncanny dodge Saves: Fort +9, Ref +9, Will +7 Abilities: Str 20, Dex 16, Con 17, Int 12, Wis 13, Cha 11 Skills: Climb +16, Diplomacy +2, Escape Artist +14, Intimidate +15, Knowledge (the planes) +12, Listen +16, Move Silently +14, Search +12, Sense Motive +12, Spot +16, Survival +1 (+3 on other planes, +3 following tracks), Use Rope +3 (+5 with bindings) Feats: Cleave, Power Attack, Weapon Focus (tentacle)

Spells: Shiggarreb casts spells as a 20th-level wizard. Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4; save DC 17 + spell level): 0—detect magic, ghost sound, mage hand, read magic; 1st—charm person, hypnotism, mage armor, magic missile, sleep, unseen servant; 2nd—darkness, detect thoughts, ghoul touch, hypnotic pattern, web, whispering wind; 3rd—clairaudience/clairvoyance, dispel magic, fireball, fly, nondetection, slow; 4th—arcane eye, charm monster, detect scrying, dimension door, greater invisibility; 5th—cloudkill, cone of cold, dominate person, teleport, wall of force; 6th—chain lightning, disintegrate, globe of invulnerability, mass suggestion, true seeing; 7th—delayed blast fireball, ethereal jaunt, greater scrying, greater teleport, sequester; 8th—horrid wilting, incendiary cloud, polymorph any object, symbol of death; 9th—dominate monster, gate, power word kill, time stop.

Volume 1: Armies of the Abyss

over. She tried to rally the qlippoth Shiggarreb’s natural weapons, as well and put the demons back in their as any weapons she wields, are treated This enormous spider creature has twelve limbs, two of which place, but too few of her race as chaotic-aligned and evil-aligned for end in pincers. Its head has four eyes in an arc above a remained—the demons had grown the purpose of overcoming damage reduction. strong in the depths of the Abyss. gaping mouth. Shiggarreb’s forces were destroyed, Eldritch Mastery (Ex): Shiggarreb and once again she was forced to is ancient beyond reckoning and has flee. She has been hunted by the studied the ways of magic since the beginning of time. All of her spells are demon princes ever since but has never been caught. considered mastered per the Spell Mastery feat (Shiggarreb does not require a spellbook). Shiggarreb and most of the remaining qlippoth found refuge in the deep layers of the Abyss, in pockets hidden from the vengeful demons. Alone Fascination (Su): Resisting Shiggarreb’s fascination ability requires a in the darkness, the qlippoth plot a return to power and glory. Shiggarreb successful Will save (DC 22). The save DC is Charisma-based. (See page 7 for remains among the most powerful of her race, though neither she nor other a full description of this ability.) lords of her kind have learned how to master an entire layer of the Abyss. Lacking this knowledge and the power it represents, Shiggarreb has turned to Rend (Ex): If Shiggarreb hits with both claws, she latches on to her other methods of combating the hated demons. opponent’s body and begins to tear it apart. This attack automatically deals an additional 2d6+12 points of damage. Over the millennia Shiggarreb has attempted many schemes and been foiled each

Summon Qlippoth (Sp): Once per day Shiggarreb can attempt to summon 1d4 shoggti with a 50% chance of success. This ability is the equivalent of a 5th-level spell. Shapechange (Sp): Shiggarreb has stayed one step ahead of her demon pursuers by the use of her wits and her prodigious polymorphic abilities. She can shapechange, as the spell, at will (caster level 20th). Tongues (Su): Shiggarreb has a permanent tongues ability, as the spell (caster level 20th). Skills: Shiggarreb has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Environment: The Abyss Organization: Solitary, pair, or gang (2–5) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: 9–16 HD (Huge); 17–20 HD (Gargantuan) Level Adjustment: — Shoggti are repulsive, tentacled demons that slither with uncanny grace. In the ancient days of the Abyss, shoggti served their race as slavemasters. They worked countless servitor races to extinction, keeping the rest in line with a mind-numbing touch from their lengthy tentacles. The oldest demons still flinch in memory of the terrible tortures endured in the days before the ghaeles raided the Howling Threshold, allowing the demons to escape and eventually dominate the plane. Since the fall of the qlippoth, the shoggti have lived in the depths of the Abyss with the rest of their kin. They periodically raid demon-controlled layers and bring back fresh slaves to work on their defenses. The qlippoth sanctuaries are well-hidden, but they will need all the defensive works they can muster should the demon princes discover where their hated creators have been hiding. Shoggti speak Abyssal.

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A mass of tentacles, this creature resembles an octopus, deformed and terrestrial. Hateful eyes glow above its fanged mouth.

Combat A shoggti uses its natural abilities to the utmost in combat. Its many tentacles and exceptional reach allow it to deal with several opponents at once. It uses its braincloud ability on any obvious wizards, keeping a special eye out for telltale spellbooks or familiars. A shoggti’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Braincloud (Ex): Shoggti kept their slaves in line by denying them the intelligence to plot an escape or uprising. Once per round, a shoggti can forgo one of its normal tentacle attacks to make a touch attack instead, dealing 1d4 Intelligence damage on a hit. Fascination (Su): Resisting a shoggti’s fascination ability requires a successful Will save (DC 14). The save DC is Charisma-based. (See page 7 for a full description of this ability.) Improved Grab (Ex): To use this ability, a shoggti must hit a Medium or smaller opponent with a tentacle attack. If it gets a hold, it can constrict. Constrict (Ex): A shoggti deals automatic tentacle damage to a Medium or smaller opponent with a successful grapple check.

Uncanny Dodge (Ex): A shoggti retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 12th level. It can flank characters with the uncanny dodge ability as if it were an 8th-level rogue. Skills: A shoggti has a +4 racial bonus on Intimidate, Listen, and Spot checks.

Skulldugger Medium Undead (Extraplanar)

Hit Dice: 3d12 (19 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) Full Attack: 2 claws +2 melee (1d4+1) and gore +0 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., eyes of the master, immunity to cold and turning, resistance to acid 5 and fire 5, telepathy 100 ft., undead traits Saves: Fort +1, Ref +3, Will +3 Abilities: Str 12, Dex 14, Con —, Int 10, Wis 10, Cha 12 Skills: Balance +4, Jump +9, Listen +6, Spot +6, Tumble +10 Feats: Flyby Attack, Multiattack

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Environment: The Abyss Organization: Solitary, gang (2–5), or swarm (5–20) Challenge Rating: 4 Treasure: None Alignment: Always chaotic evil Advancement: 4–9 HD (Large) Level Adjustment: —

Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath. Unlike mortal necromancers, they also have millions of evil souls at their command.

Gamigin uses skullduggers to hunt down souls owed to him and bring them to the Jagged Tor of Final Reckoning. Orcus uses them as spies and messengers, often sending them to the Material Plane to communicate with his followers there. Skullduggers confound good clerics because their unique method of animation makes them immune to turning.

Combat Skullduggers use their numbers to best effect in combat. They swarm around the opposition, trying to concentrate their blows where possible. They favor the use of

burning hands to clear out large numbers of foes. Usually skullduggers have a specific mission, and they do their best to complete this as a priority. When possible, they approach enemies invisibly, announcing their presence with slashing claws and gouts of flame. Spell-Like Abilities: 3/day—burning hands (DC 12), clairaudience/clairvoyance, invisibility, locate object; 1/day—greater teleport (self only), see invisibility; 1/week—plane shift (DC 18). Caster level 6th. The save DCs are Charisma-based. Eyes of the Master (Su): The soul that animates a skulldugger is forever bound to its demon prince. Through this unholy bond, the creating demon prince can see with the eyes of the skulldugger at will. Normally, there is a 1% chance that the demon prince is watching at any given time. For skullduggers on important missions, this chance rises to 25%.

This skeletal creature has bat-like wings, horns atop its bestial head, bony claws, and a jointed tail.

Immunity to Turning (Ex): While most undead are animated with negative energy, a skulldugger is powered by an evil soul. It is thus immune to turning.

Solesik

Medium Outsider (Chaotic, Demon, Evil, Extraplanar)

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Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen.

Hit Dice: 6d8+12 (39 hp) Initiative: +7 Speed: 10 ft. (2 squares), fly 40 ft. (perfect) Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 Base Attack/Grapple: +6/+6 Attack: Tentacle +9 melee (1d3) Full Attack: 3 tentacles +9 melee (1d3) and bite +4 melee (1d6 plus language drain) Space/Reach: 5 ft./5 ft. Special Attacks: Garble field, improved grab, language drain, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., fly, demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft. Saves: Fort +7, Ref +8, Will +9 Abilities: Str 10, Dex 16, Con 14, Int 19, Wis 15, Cha 15 Skills: Bluff +11, Concentration +11, Decipher Script +13, Diplomacy +6, Disguise +2 (+4 acting), Escape Artist +12, Hide +12, Intimidate +4, Knowledge (arcana) +13, Listen +19, Move Silently +12, Search +13, Sense Motive +11, Spellcraft +15, Spot +19, Survival +2 (+4 following tracks), Use Rope +3 (+5 with bindings) Feats: Improved Initiative, Iron Will, Weapon Finesse Environment: The Abyss Organization: Solitary or school (2–5) Challenge Rating: 8 Treasure: No coins; double goods; no items Alignment: Always chaotic evil Advancement: 7–12 HD (Medium); 13–24 HD (Large) Level Adjustment: —

This pink-grey worm creature has a segmented body dotted with short horn-like nubs. Its head is dominated by a circular, tooth-ringed mouth, which is surrounded by three flailing tentacles covered in tube feet like the arms of a starfish.

Solesiks are the bane of wizards and sages, and the doom of many a learned adventurer. These worm-like demons feed on language, whether in written or spoken form, and can drain the mother tongue straight from a victim’s brain. A solesik is about 7 feet in length. Its hornlike nubs help it move along the ground. Solesiks speak Abyssal, Celestial, Common, Draconic, and Undercommon.

Combat Solesiks attack only to defend themselves, or when defending a rich find (such as a library or wizard’s study). They use their spell-like abilities to stun opponents before swooping in to attack with language drain. If pressed, they

use word of recall to return to the Abyss. A solesik’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Garble Field (Su): Solesiks radiate an aura of linguistic instability within 60 feet. Every creature within the field is subject to the following effects: •

Any act of speech or communication requires a move action instead of a free action. Longer communications require a standard action.



Spells with verbal components require an extra action to cast.



Intelligence-based skills and checks (including the save against language drain) suffer a –4 circumstance penalty.

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Additionally, once per round a solesik may target any scroll or commandword activated magic item within the garble field. Scrolls are subjected to an erase effect, and command words for items are permanently changed. The solesik must pass a caster level check (caster level 12th) against the level of an item’s creator to successfully garble an item. Improved Grab (Ex): To use this ability, the solesik must hit a Medium or smaller creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head and can deal bite damage the following round. Language Drain (Su): A solesik drains language from its victim with a successful bite attack. The solesik’s bite drains 1d2 languages from the victim, who must make a Will save, using its Intelligence modifier in place of Wisdom, to resist (DC 15). The solesik gains one temporary level for each language it drains. Temporary levels grant a +1 competence bonus on attacks, saves, skill checks, and level checks. The effects are lost after 1 hour.

Languages without a written alphabet or component (such as Blink Dog, or the Common spoken by an illiterate barbarian) are less nourishing and grant one temporary level for every two such languages drained. Creatures with a supernatural tongues ability, or casters under the effects of a tongues spell, are irresistible to a solesik; each language drained from these creatures grants two temporary levels. Drained languages can be regained only through a restoration spell. They do not recover naturally. The save DC is Charisma-based. Spell-Like Abilities: At will—command (DC 15), erase, mage hand, suggestion (DC 17); 1/day—blasphemy (DC 21), power word stun, word of recall. Caster level 12th. The save DCs are Charisma-based. Fly (Su): Solesiks fly through the exercise of mental power. If this power is suppressed somehow, the solesik can reactivate it as a free action on its next turn. Skills: A solesik has a +8 racial bonus on Listen and Spot checks.

Soulkeeper

Gargantuan Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 18d8+144 (225 hp) Initiative: –2 Speed: 40 ft. (8 squares) Armor Class: 30 (–4 size, –2 Dex, +26 natural), touch 4, flat-footed 30 Base Attack/Grapple: +18/+41 Attack: +4 ghost touch greatclub +30 melee (4d8+20) or slam +26 melee (2d10+11) Full Attack: +4 ghost touch greatclub +30/+25/+20/+15 melee (4d8+20) or 2 slams +26 melee (2d10+11) Space/Reach: 20 ft./20 ft. Special Attacks: Tremorstomp, spell-like abilities Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., demon traits, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, soulsense, spell resistance 30, telepathy 100 ft. Saves: Fort +19, Ref +9, Will +14 Abilities: Str 32, Dex 6, Con 26, Int 13, Wis 17, Cha 15 Skills: Balance +19, Concentration +29, Diplomacy +4, Intimidate +23, Jump +32, Knowledge (the planes) +22, Listen +26, Search +22, Sense Motive +24, Spot +26, Survival +3 (+5 on other planes, +5 following tracks) Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Power Attack, Weapon Focus (greatclub), Weapon Focus (slam) Environment: The Abyss Organization: Solitary or pair Challenge Rating: 20 Treasure: Standard Alignment: Always chaotic evil Advancement: 19–31 HD (Gargantuan); 32–54 HD (Colossal) Level Adjustment: —

Soulkeepers are highly sought after by demon princes, who reward them handsomely for their important service. Over the millennia, several princes have tried to unify the soulkeepers under a single banner to win a greater percentage of the souls harvested on the Howling Threshold, but these attempts have uniformly failed. Like all demons, soulkeepers are chaotic by nature, so they have resisted every attempt to bring them together under one master. Soulkeepers prefer to operate alone, or rarely in pairs. With great physical strength and an impressive array of magical abilities, a soulkeeper can control hundreds of souls with ease. It can also fight off dozens of opponents at once, a fact it must prove on a near-daily basis.

Mortal souls that have passed on to an Abyssal afterlife form an important currency in the Abyss, as demon princes covet the energy they contain. Demons in service to these princes scour the Howling Threshold, the layer upon which Soulkeepers speak Abyssal. souls manifest themselves after making the transition from life, gathering up souls for their wicked masters. The demons herd the souls together and force them through so-called Harvest Gates to the personal layers of princes, never to be seen again. The lumbering, gigantic Topping 50 feet tall with elephantine feet and hands, this demons known as soulkeepers play an creature has a huge gut and hulking shoulders spotted with integral role in this process, guarding patches of discoloration and coarse, stringy hair. It has the herds by preventing the escape of beady eyes crowded above by curling horns and below by a captured souls and fending off attacks from rival demons. savage-looking jaw with two large fangs and a matted beard.

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Combat Soulkeepers are used to fighting alone. They use their spell-like abilities to break up enemy groupings and then close to finish them one by one. While they most often use forcecage to imprison unruly souls, they find the tactic also works very well against dangerous spellcasters.

A soulkeeper’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Tremorstomp (Ex): When a hundred souls try to escape at once, a soulkeeper needs a quick way to knock them all down. Its bulk and inhuman strength both work to its advantage in this situation. As a full round action, a soulkeeper can leap in the air and land with enough force to create powerful tremors. Treat this as an earthquake spell (caster level 18th).

Spell-Like Abilities: At will—forcecage, greater teleport (self plus 50 pounds of objects only), hold monster (DC 17), sending; 3/day—chain lightning (DC 18), globe of invulnerability, imprisonment (DC 21); 1/day—power word blind. Caster level 18th. The save DCs are Charisma-based. Soulsense (Ex): Soulkeepers can sense souls consigned to the Abyss. At will, a soulkeeper can ascertain the location of all chaotic evil souls within a 1,120-foot radius centered upon itself. There is no saving throw to avoid the soulkeeper’s soulsense, but mislead, nondetection, and polymorph spells can confuse it. The soulsense ability does not detect living chaotic evil creatures that happen to be in the Abyss.

Spawn of Marbas Large Aberration (Extraplanar)

Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Color burst, pain touch Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5 Saves: Fort +3, Ref +3, Will +4 Abilities: Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 9 Skills: Jump +4, Listen +3, Spot +3 Feats: Blind-FightB, Endurance, Run

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Their tremorstomp ability is indispensable when faced with hordes of smaller opponents.

Environment: The Abyss Organization: Solitary, gang (2–5), or pack (5–20) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil Advancement: 5-12 HD (Huge) Level Adjustment: — It’s hard to say what the spawn of Marbas looked like before they came to the Soaking Canyon of Malignancy. Some say they were a planar breed of horse, others a type of hunting dog. What is certain is that Marbas, in a fit of inspiration, brought thousands of the creatures to his cancerous corner of the Abyss. He unleashed the raw power of chaos on the hapless animals, warping their bodies and their minds. His ultimate purpose remains unknown, for one day Marbas ceased his attentions and began to pursue some fresh inspiration. Such is the nature of chaos.

Combat

Spawn of Marbas are not sophisticated opponents. They usually charge and The spawn of Marbas were left bite first, following up with color to wander the Soaking Canyon of burst when in the midst of a group Malignancy, apparently forgotten of enemies. Packs of spawn gang up This bizarre creature has horse-like legs, a bony ridge on by their creator. Native demons with pain touch attacks to weaken its back, a veiny underbelly, and the head of a primeval bird, began to use them as mounts, tough prey, finishing the job with with two stunted forelimbs sprouting from its neck. attack hounds, and, of course, food. their powerful beaks. Thaumaturges dedicated to Marbas Color Burst (Su): A spawn of also began to summon them to the Marbas can turn its skin translucent Material Plane. Now they can be and expose its internal organs, which pulse with the energy of chaos. This is found on many different worlds, confounding scholars and adventurers alike. treated as a color spray spell (DC 11) but is a 20-foot-radius burst. This ability Although the spawn of Marbas appear bizarre, with their bird beaks and can be used once every 1d6 rounds. The save DC is Charisma-based. misshapen forms, these creatures of chaos have maintained a surprisingly Pain Touch (Su): To use this ability, a spawn of Marbas makes a touch stable form for several millennia. The irony is perhaps lost on Marbas, though attack with its stunted forelimbs. Those struck must make a successful Will some say he intends to finish what he started with the spawn when the time save (DC 11) or experience the pain the spawn lives with every moment is right. of every day. Affected opponents suffer a –2 penalty on all attack rolls and Spawn of Marbas understand Abyssal and Common but lack the ability to do Concentration checks for 1 minute. The save DC is Charisma-based. more than howl.

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Spineseeker

Small Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 60 ft. (good) Armor Class: 26 (+1 size, +7 Dex, +8 natural), touch 18, flatfooted 19 Base Attack/Grapple: +12/+11 Attack: Bite +20 melee (1d4+3) Full Attack: 3 bites +20 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, spinelatch, puppetmaster, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., resistance to electricity 10 and fire 10, spell resistance 18 Saves: Fort +10, Ref +15, Will +8 Abilities: Str 16, Dex 24, Con 14, Int 12, Wis 10, Cha 8 Skills: Climb +18, Concentration +17, Escape Artist +22, Hide +26, Listen +15, Move Silently +22, Search +16, Spot +15, Survival +0 (+2 following tracks), Swim +18, Use Rope +7 (+9 with bindings) Feats: Combat Reflexes, Dodge, Flyby Attack, Mobility, Weapon Finesse Environment: The Abyss Organization: Solitary or clutch (2–5) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 13–36 HD (Small) Level Adjustment: — Voracious predators that seemingly exist only to feed, spineseekers pose a serious threat to even the demonic residents of the Abyss. Whenever a colony of the young, creatures finds its way into a disgorging demon settlement, the demons do This creature has the body of a snake with the chitin of a them from its everything within their power to three mouths in a scorpion, a hundred spiky legs, six insectoid wings, and three destroy the incursion. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys, each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. afterbirth. spineseekers, forcing the creatures into specially prepared magical cages. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic, which involves grappling (often larger) opponents. Once it has grabbed represent an important commodity in the Abyss. an enemy, a spineseeker attempts to attach itself to the creature’s spine, draining it of vitality, while at the same time controlling its motor functions. Though far from stupid, spineseekers have no language and don’t seem to

care whom they attack. They cannot be reasoned with and know nothing of mercy or compassion. They make incredibly effective assassins, since their lack of communication makes it extremely difficult to track the killing back to its sponsor. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details), which are then opened in the presence of the intended target. It doesn’t always work. Sometimes the spineseeker attacks the bearer of the stasis cage. Usually, however, it flies right to its mark and begins its grisly work.

A spineseeker’s dull gray body can reach a length of 4 feet, though specimens half that size are far more common. All spineseekers are hermaphroditic and reproduce by mating. A pregnant spineseeker can give birth to up to thirty-six

Spineseekers do not speak and do not appear to understand any languages known to demon or mortal. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures, whose movements they control in mutually understood mating gestures.

Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others, but will do with just about any food they can get their mouths into). Once it has controlled a victim with its puppetmaster ability, a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies.

New Wondrous Item: Stasis Cage

The six walls of this glass container have been etched with arcane symbols and magical formulae. One side is hinged, allowing items or creatures up to Small size to be placed within. The box holds one Small creature, two Tiny creatures, four Diminutive creatures, or eight Fine creatures. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). The stasis cage can be used only once. Strong transmutation; CL 17th; Craft Wondrous Item, temporal stasis; Price 11,800 gp; Weight 4 lb.

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Improved Grab (Ex): To use this ability, a spineseeker must hit a Medium or smaller opponent with two or more bite attacks. Spinelatch (Ex): A spineseeker that has grabbed its opponent positions itself over its enemy’s spine and tries to latch onto it, biting through the skin of the back and gripping the vertebrae with its serrated teeth. To do so, the spineseeker makes a grapple check, using its Dexterity bonus instead of its Strength bonus. Before taking its size into account, a spineseeker’s grapple check for purposes of a spinelatch attack is made at +19. Once it has latched onto an enemy’s spine, a spineseeker releases its prey only if killed or if it wills itself to unclench its powerful mouths (something it’s loath to do while feeding). The victim suffers 1 point of Constitution drain for every round in which the spineseeker is attached to its back.

Puppetmaster (Su): A spineseeker that has established a spinelatch can wind its tendrils into the opponent’s spinal cord, allowing it to control the creature’s movement (but not its mind or speech). Controlled creatures must make a Will save (DC 15) each time they wish to engage in an action other than speaking (including doing nothing). Failure indicates that the spineseeker has controlled the creature’s body, and the spineseeker-victim hybrid takes its own action in place of the desired action. Note that spells featuring a verbal component exclusively (such as power word stun) can be cast without the need for a saving throw to overpower the spineseeker’s influence. The save DC is Charisma-based. Spell-Like Abilities: At will—crushing despair (DC 13), detect good, mirror image, telekinesis (DC 14), water breathing; 3/day—displacement, feeblemind (DC 14). Caster level 9th. The save DCs are Charisma-based.

Stygian Interloper Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +5 Speed: 30 ft. (6 squares), swim 40 ft. Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 Base Attack/Grapple: +6/+7 Attack: Claw +7 melee (1d4+1) Full Attack: 2 claws +7 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Assume identity, spell-like abilities Special Qualities: Amphibious, damage reduction 5/good, darkvision 60 ft., immunity to cold and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 15, Styx immunity, telepathy 100 ft. Saves: Fort +7, Ref +6, Will +8 Abilities: Str 12, Dex 13, Con 14, Int 12, Wis 12, Cha 14 Skills: Balance +10, Bluff +19, Diplomacy +15, Disguise +19 (+21 acting), Forgery +10, Hide +10, Listen +10, Sense Motive +10, Spot +10, Swim +9 Feats: Dodge, Improved Initiative, Iron Will Environment: River Styx Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–18 HD (Medium) Level Adjustment: — When mortals touch or drink from the River Styx, their memories flow from their minds into its waters, carried away by the current to some unthinkable corner of the underworld. Stygian interlopers, bizarre lizard-like fiends that inhabit the river, swarm to these memories, inhaling them deep and relishing the play of recollecting thoughts for the very first time. When an interloper finds memories of a particularly interesting life, it assumes the form of the amnesiac individual, “returning” to the Material Plane to spread chaos in mortal guise. The interloper does its best to integrate itself into the mortal’s forgotten life, taking delight in destroying family bonds, sullying reputations, and betraying confidences.

Volume 1: Armies of the Abyss

A spineseeker’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Stygian interlopers speak Abyssal and Common (as humans are some of the most frequent victims of the Styx). When faced with other creatures or memories, they rely upon their tongues spell-like ability to get by.

Combat Stygian interlopers do everything they can to avoid physical combat. Since their natures drive them to spread havoc, however, they often find themselves at the sharp end of a blade. When confronted with violence, a Stygian interloper attempts to fight its weakest opponent into unconsciousness, threatening a coup de grace unless its opponents leave it alone. If it can, it tries to plane shift away from overwhelming danger. A Stygian interloper’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Assume Identity (Su): A Stygian interloper can assume the shape of any Small or Medium humanoid who has fallen prey to the mind-erasing powers of the River Styx. It does this by isolating a memory imprint from the magical waters—a record of the life of the stricken individual. This ability works like alter self (caster level 18th), but the interloper can retain the form indefinitely. The interloper gains all of the stricken individual’s memories, in a sense becoming that person. No magic short of direct divine intervention can return the lost memories of someone whose identity has been stolen by a Stygian interloper.

Ranging in coloration from dull green to deep blue, interlopers spend nearly all of their lives submerged in the waters of the Styx, where they remain relatively safe from everything but other Styx-dwelling fiends. Neither qlippoth nor demon, Stygian interlopers care little for Abyssal politics, concerning themselves with This creature appears reptilian and has webbed reliving the lives of others through elongated, wide-mouthed skull. stolen memories to the exclusion of nearly everything else.

feet and an

Spell-Like Abilities: At will—detect thoughts (DC 14), tongues; 1/day— plane shift (self and 50 pounds of equipment only). Caster level 14th. The save DC is Charisma-based.

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The River Styx

The polluted, festering stream known as the River Styx (or sometimes the River Lethe) winds its way through the Lower Planes, cutting a path through several Abyssal layers. The river also touches upon Hell and Gehenna, and some say it even extends to certain worlds in the Material Plane. Legends tell of riverboats disappearing into banks of thick fog and emerging into a hellscape of gibbering demons or leering devils. Whether these legends are true or not means very little. The dark reputation of the Styx extends to all corners of the multiverse. Many inhabitants of the Abyss use the river as a convenient means of transportation. Generally, a journey upon its surface leads to a random Abyssal layer after 1d8+1 days. If the trip begins on the Howling Threshold, where the river is strongest, the journey has a 50% chance of ending up in a different randomly determined Lower Plane. Such travel brings with it horrific dangers, however. Hezrou demons plague the Styx throughout most of the Abyss, while hydraggons and Stygian interlopers swim in the regions those toad-like demons avoid. The most insidious aspect of the River Styx, however, involves the water itself. Any mortal who touches the river must make a successful Will save (DC 15) or suffer total memory loss. Such a loss is permanent—the victim completely forgets who he or she is and loses all sense of identity (including languages, which must be repurchased using skill points for each language relearned). Those foolish enough to drink from the River Styx receive no saving throw. Once removed from the river, Stygian water loses all magical properties. The only “safe” means of traveling upon the Styx is upon rickety barges poled by hooded daemons (sometimes called Charons, after a mythological figure who served the same purpose). A journey upon such a vessel halves the time it takes to travel to another layer, and Charons can direct their barges to a specifically requested layer or Lower Plane (no other creatures or vessels on record possess such power over the Styx). Charons expect to be paid for their service (very rarely in gold), and seldom appear when they are most needed.

Styx Immunity (Ex): Stygian interlopers are immune to the memory-stealing effects of the River Styx. Telepathy (Su): Stygian interlopers can communicate telepathically with any other Stygian interloper within 100 feet.

Skills: A Stygian interloper has a +8 racial bonus on Bluff and Disguise checks and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Vessel of Orcus Medium Undead (Extraplanar)

Hit Dice: 3d12 (19 hp) Initiative: -1 Speed: 30 ft. (6 squares) (can’t run) Armor Class: 12 (-1 Dex, +3 natural), touch 9, flatfooted 12 Base Attack/Grapple: +1/+3 Attack: Slam +3 melee (1d4+2) Full Attack: Slam +3 melee (1d4+2) Space/Reach: 5 ft. /5 ft. Special Attacks: Cloud, envelop, maggots, spray Special Qualities: Damage reduction 10/slashing or piercing, stench, turn resistance +4, undead traits Saves: Fort +3, Ref +0, Will +1 Abilities: Str 14, Dex 8, Con –, Int –, Wis 11, Cha 10 Skills: — Feats: — Environment: The Abyss Organization: Solitary, Pack (4-16) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil Advancement: — Level Adjustment: — Of all the demon lords in the Abyss, Orcus is likely the most famous, being a constant threat and danger to the multiverse. As the demon-god of undeath and gluttony, Orcus favors the maggot, a symbol of death and consumption. Therefore, it is only natural that he would create an undead horror capturing his particular sense of the profane.

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Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone.

Combat Vessels of Orcus shuffle about mindlessly, searching for food on which their contents may feast. They engage in melee combat with no regard for their own preservation, attempting to envelop an opponent. Cloud (Ex): As the maggots grow into flies, they escape the confines of the bladder. Orcus, however, has forever bound these vermin to the bladder, so

Vilisemen

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the flies may never stray far, always returning to the vessel’s exposed orifices sanity in addition to his body. Each round of exposure to the stinking to lay more eggs. Every square adjacent to the one occupied by the vessel maggots forces the victim to attempt a Will save (DC 15) or the maggots deal hums with these biting flies, and 1d6 points of permanent Wisdom opponents standing in one of these drain. spaces must attempt a Will save (DC Spray (Ex): If an opponent strikes Shuffling toward you is what appears to be a 6-foot tall 11) each round or the flies deal 1 these undead with a slashing or walking bladder, with its arms and legs formed by belts and point of damage and the opponent piercing weapon, the attack cuts a becomes sickened. This ability is straps. The details beckon madness, upon closer inspection. rift into the bladder of the vessel Charisma-based. The skin of the bladder is obviously human, a montage of releasing a stream of the vessel’s hungry contents. Each round, a Envelop (Ex): Vessels of Orcus stitched together human faces that seem to move and writhe random square the vessel threatens prefer to grapple with their opponents in agony. It is only when you see the buzzing flies and the to provide nourishment for the receives a fountain of these vermin, maggots leaking in streams from the stitched-shut nostrils, maggots within them. If the vessel dealing 1d6 points of damage to the mouths and eyes all over the bladder that you realize the square’s occupant if it has any. successfully gains a pin, it wraps its body around its victim. The pressing vermin that animates the skin of this horror. Stench (Ex): Vessels of Orcus give action stretches open the orifices all off a foul and offensive odor, akin over its body, releasing streams of to that of a ghast. Living creatures maggots onto their opponent. In addition, the maggots begin to suffocate the within 10 feet must attempt a Fortitude save (DC 11) or be sickened for victim as they fill his mouth and nostrils searching for the tender flesh inside. 1d4+4 minutes. A creature successfully saving cannot be affected by the same vessel’s stench for 24 hours. Delay poison or neutralize poison removes the effect Maggots (Ex): The maggots, when released through the vessel’s envelop from a sickened creature. Creatures that are immune to poison are unaffected attack, begin to burrow into the victim with horrific speed. The maggots and creatures resistant to poison gain the normal bonus to their saving deal 1d6 points of damage each round, chewing through exposed flesh in a throws. The save DC is Charisma-based. nauseating manner. Being the victim of such an attack destroys the victim’s

Tiny Ooze (Extraplanar, Swarm) Hit Dice: 12d10+60 (126 hp) Initiative: -2 Speed: 10 ft. (2 squares), swim 20 ft. Armor Class: 10 (+2 size, -2 Dex), touch 10, flatfooted 8 Base Attack/Grapple: +9/— Attack: Swarm (3d6 plus impregnation) Full Attack: Swarm (3d6 plus impregnation) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, impregnate Special Qualities: Blindsight 60 ft., immune to weapon damage, ooze traits, swarm traits Saves: Fort +9, Ref +2, Will -1 Abilities: Str 10, Dex 6, Con 21, Int —, Wis 1, Cha 1 Skills: Swim +8 Feats: — Environment: The Abyss Organization: Solitary, Mass (2-4 swarms), Wave (5-8 swarms) Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: None Level Adjustment: — Fornication is a sin in many religions. The reasons for this prohibition is that demons gather the spent seed and harvest it in the Abyss to form a hideous ooze creature called the vilisemen (or worthless seed). The demons awaken the potential carried within the fluid. Once aware, the potential children hunger to be born. By themselves, they are powerless, but when a quantity of the stuff gathers in a swarm, they are a severe threat.

round. The save DC is Constitution-based. Impregnate (Su): Any living creature beginning 3 consecutive turns with a vilisemen in its space must make another Fortitude save (DC 21)—this is in addition to the distraction save—or become pregnant, regardless of the victim’s gender. The period of gestation is rapid and terrible, the infant dretch growing inside the victim in 1d6 rounds. Every round the dretch grows, the victim must attempt a new Fortitude save (DC 21) or the process of the dretch’s growth deals 1d4 points of Constitution damage. The save DC is Constitution-based.

At the end of the gestation period, and assuming the victim is still alive, the dretch is full-grown and hangs inside the victim’s now-distended abdomen. The dretch begins to claw its way out of the “parent’s” stomach on its initiative. When the dretch deals A small glistening puddle of silvery fluid creeps along the Vilisemen invade every orifice of the damage equal to the parent’s current floor leaving a transparent smear in its wake. Reflected on target, attempting to find a suitable Constitution score, it rips itself out the surface of the puddle are images of twisted infants, mouths place to lodge and grow. If allowed to of the host in a shower of black, wide in horror and eyes rolling about in their screaming heads. impregnate, the victim rapidly grows a tar-like amniotic fluid. If the host dretch, which claws its way out of the still lives, it must attempt a Will Save host parent after a short incubation. (DC 21) or be driven forever insane as per insanity. After that period, Distraction (Ex): Any living creature that begins its turn with a vilisemen the dretch turns and begins to eat the host that birthed it. This ability is in its space must succeed a Fortitude save (DC 21) or be nauseated for 1 Constitution-based.

Combat

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Vulcan Demolisher Huge Construct (Extraplanar, Fire)

Hit Dice: 20d10+40 (150 hp) Initiative: +0 Speed: 40 ft (can’t run) Armor Class: 33 (-2 size, +25 natural) Base Attack/Grapple: +15/+34 Attack: Slam +25 melee (2d12+12 plus 2d6 fire) Full Attack: 2 Slams +25 melee (2d12+12 plus 2d6 fire) Space/Reach: 15 ft./15 ft. Special Attacks: Improved Grab, furnace, nova Special Qualities: Blind-sight 120 ft., construct traits, damage reduction 15/adamantine, immune to fire, immune to magic Saves: Fort +6, Ref +6, Will +6 Abilities: Str 32, Dex 10, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: The Abyss Organization: Solitary, Gang (2-4) Challenge Rating: 18 Treasure: None Alignment: Always neutral Advancement: 21-40 HD (Huge), 41-60 HD (Gargantuan) Level Adjustment: — Vowing never to allow the ghaeles to gain a foothold in the Abyss again, balor craftsmen constructed guardians to provide a defense that would stem the tide of any invading force; thus was born the vulcan demolisher. As good a defensive force as the demolisher has proven, Balor generals resist the urge to increase production, as the concussive force of the golem’s nova affect claims just as many of their own troops as it does the enemy. A few powerful, but disturbed, nihilistic artificers have crafted these golems on the Material Plane. The results are often spectacular, laying waste to whole cities, claiming thousands of lives before they can be contained and destroyed. Consequently, dark wizards and the rare thaumaturgists who know how to build them, jealously guard the process for constructing these machines.

Combat In combat, the vulcan demolisher trains its attack on one opponent, attempting to grab the victim and stuff it into its furnace. Failing that, it simply pounds away at the target until it stops moving, at which time it then places the unconscious or dead body inside the inferno.

will remain aflame dealing 1d6 points of fire damage each round until he can extinguish the flames by succeeding at a Reflex save (DC 15). A vulcan demolisher can hold 1 Large, 2 Medium, 8 Small, 32 Tiny or 128 smaller opponents at a time. Opponents destroyed by a demolisher’s furnace can only be restored to life by true resurrection, wish, Lumbering across the battlefield, shaking the ground as it or miracle. walks, is a huge headless creature constructed of solid iron.

Hellish flames flare out of its joints and when it swings its arms, it leaves trails of sparks in their wake. The torso, clearly the most interesting part of this monster, is a giant furnace that glows white-hot with some inner conflagration. A metal portcullis raises and lowers before it, making a resounding din, like the tolling of a bell.

Improved Grab (Ex): To use this ability, the vulcan demolisher must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action, without provoking an attack of opportunity. If it accomplishes a hold, it drops the unfortunate victim into its furnace on the following round as a standard action.

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Furnace (Su): The vulcan demolisher’s central feature are the hot fires that burn inside of it. As a standard action, it can dump a target creature it holds inside itself, after which the metal portcullis closes and shuts the unfortunate within. The furnace deals 10d10 points of fire damage to the victim every round it remains inside it. A successful Strength check or Escape Artist (DC 25) lifts the iron bars, allowing the victim to escape. The bars are hot, dealing an additional 2d10 points of damage. Alternatively, the victim may wait for the portcullis to reopen, when the demolisher drops in a new victim. To escape in this manner, the victim must attempt a Reflex save (DC 20) to slip free. If the victim somehow manages to break free of the golem, he

Nova (Su): The flames of the vulcan demolisher’s furnace provide the golem with power. When it has consumed 20 HD or more creatures, it releases this energy. The release explodes outward in a 40-foot spread dealing 20d6 points of damage to all creatures in the area. Only half of the damage is fire; the other half is unholy. A vulcan demolisher, when encountered, will have accumulated 1d12+8 HD prior to the start of the encounter. Immunity to Magic (Ex): Vulcan demolishers are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as follows.



Spells with the cold descriptor reduce the accumulated Hit Dice by an amount equal to the level of the spell. For example, sleet storm would reduce the accumulated Hit Dice by 3. Such spells cannot reduce the vulcan demolisher’s accumulated Hit Dice below 0.



Transmute metal to wood removes the vulcan demolisher’s damage reduction for 1d6 rounds.



Spells with the fire descriptor confer haste for a number rounds equal to the spell level.

A vulcan demolisher’s body is made of an iron-adamantine alloy, requiring at least 10,000 pounds of raw material. During the process of smelting, the craftsman has to spill the fresh blood of a trumpet archon into the molten

metal, and add various noxious chemicals and poisons costing at least 30,000 gp. Once the component parts have cooled, assembling the golem requires a DC 20 Craft (armorsmithing) or DC 20 Craft (weaponsmithing) check. CL 20th; Craft Construct (see MM), geas/quest, meteor swarm, polymorph any object, wish, caster must be at least 20th level; Price 250,000 gp; Cost 125,000 gp + 10,000 XP.

Warped One

Medium Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 10d8+20 (65 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 20 (+1 Dex, +9 natural), touch 11, flatfooted 19 Base Attack/Grapple: +10/+12 Attack: Claw +12 melee (1d4+2) Full Attack: 4 claws +12 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Corruption field, random traits, summon Special Qualities: Blur, demon traits, immune to critical hits and transformation, insane Saves: Fort +9, Ref +8, Will +6 Abilities: Str 15, Dex 13, Con 15, Int 13, Wis 5, Cha 13 Skills: Balance +3, Climb +15, Escape Artist +14, Hide +16, Jump +4, Knowledge (the planes) +14, Listen +10, Move Silently +16, Spot +10, Survival -3 (-1 other planes), Tumble +14, Use Magical Device +13, Use Rope +0 (+2 with bindings) Feats: Dodge, Iron Will, Mobility, Stealthy

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Construction

Environment: The Abyss Organization: Solitary, Pair, Knot (3-18 plus 1d4 chaos beasts) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Medium), 21-30 HD (Large) Level Adjustment: — Warped ones, also known as pertubatio demons, exist where the raw stuff of chaos touches the Abyss. Falling somewhat outside the traditional roles of other demons, they are the favored choices for martially inclined thaumaturgists, for they are raw The creature before you is hard to distinguish, appearing violence, scarcely containable. The similarity between this creature and blurry and insubstantial. While you watch, its features shift the chaos beast is not incidental, as to that of a basilisk, then a serpent, a fox, and finally a one is said to have sprung from the demon before cycling through a torrent of other features. other—exactly which way the genes flowed is up for debate. Warped ones are more chaotic than they are evil. They are destructive and capricious, with a malevolent streak that makes them especially nasty. Warped ones dwell, for the most part, on the layer controlled by The Lord of Many Forms. There, amidst the infinite pools of corrosive oozes, twisted demons and other raving inhabitants, the warped ones plot and plan to seize and corrupt other portions of the Abyss. Their plan consists of sneaking in chaos beasts a few at a time, gradually building an army. One day soon, the warped ones will gather an army large enough to expand their master’s control and restore his foul unspeakable name to a position of prominence among the other lords of the Abyss.

Combat Warped ones rush into the thick of combat, corrupting and warping as many opponents as they can. Once chaos takes hold, they rip apart those foes that did not succumb to their field. Blur (Sp): Warped ones are protected as if under the effects of blur. This spell-like ability functions as if cast by a 13th-level sorcerer. It can be suppressed, but the warped one can reactivate it as a free action. Corruption Field (Su): Warped ones are beings of a raw chaotic energy with just enough evil to be truly dangerous. These demons emit a field of raw

chaotic energy in a 30-foot spread. All opponents in the affected area must attempt a Will save (DC 16) or be affected by confusion for 1d4 minutes. Each round they remain in the area of the corruption field, they must attempt a new Will save (DC 16 with a cumulative +2 for each previous failure) or the victim must makes a roll on the thaumaturgist Lesser Corruption table (see page 14). Alternatively, you may use the Unholy Warrior’s Handbook Table 1-6: Mutations on page 19 if that book is available to you. The effects of these corruptions/mutations last for 1d12 rounds. The save DC for this ability is Charisma-based. Random traits (Sp): Warped ones constantly change and warp thanks to the raw chaotic energies at work within them. For each round of combat, roll 1d6, and consult the table below. The effects of these boosts last until the next round and next roll.

Random Traits Roll

Result

1 2 3 4 5 6

+4 bonus to Strength +4 bonus to Dexterity +4 bonus to Constitution +4 bonus to Intelligence +4 bonus to Wisdom +4 bonus to Charisma

Summon (Sp): Unlike traditional demons, warped ones summon random creatures instead of demons. Once per day, a warped one has a 50% chance

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of summoning assistance. To determine the nature of the aid, roll 1d20 on the table below. Immune to transformation (Ex): Warped ones are immune to all polymorphing and petrification spells and effects.

Insane (Ex): Warped ones have completely chaotic and jumbled thoughts that follow non-linear pathways, boggling the minds of those who speak with them. Any attempt to contact these demons telepathically or magically produces a backlash effect, dealing 1d4 points of Charisma damage to the person attempting to do the contact. Any divination spell or psionic power used on a warped one causes this damage.

Warped One Summoning Roll 1 2 3 4 5

Result 1d4 Gelatinous Cubes 1d3 Grey Oozes 1d2 Ochre Jellies 1 Warped One 1 Chaos Beast

Roll 6 7 8 9 10

Result

Roll

1 Babau 1 Warped One 1d6 howlers 1d4+2 Dretch 1 Chaos Beast

11 12 13 14 15

Result 1 Darba 1d4+1 Hydraggons 1 Warped One 1d4 Schir 1 Chaos Beast

Roll 16 17 18 19 20

Result 1d6+2 Dretch 1d4 Schir 1d4+1 Skullduggers 1 Shoggti Select 2 creatures from list

Whore’s Curse (Raptu) Fine Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: ½d8-1 (1 hp) Initiative: +12 Speed: 5 ft. (1 square) Armor Class: 30 (+8 size, +12 Dex), touch 30, flatfooted 18 Base Attack/Grapple: +1/-4 Attack: Bite -4 melee (attach) Full Attack: Bite -4 melee (attach) Space/Reach: ½ ft./0 ft. Special Attacks: Attach, eggs Special Qualities: Darkvision 60 ft., demon traits Saves: Fort +1, Ref +14, Will -3 Abilities: Str 1, Dex 34, Con 8, Int 1, Wis 1, Cha 1 Skills: Hide +35 Feats: Skill Focus (Hide) Environment: The Abyss Organization: Solitary, Nest (2-20) Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: None Level Adjustment: — This miniscule demon seems more like a parasite in nature than a monster, but its sheer evil and demonic nature guarantees its placement among the other demons. These fiends transmit themselves from a host to another host during an intimate encounter, typically initiated by an evil prostitute. The whore’s curse is the product of a union between Marbas and Socothbenoth. These two demon lords, in a lust-filled embrace spawned this miniscule demon. At first, they thought the creature to be a valuable spy, but after learning of its other qualities, they relegated it to a simply nasty way to destroy those who dally in illicit love. Whore’s Curse, or Raptu as many know it in the Abyss, have no grandiose ambitions; they merely wish to plant their eggs beneath the skin of its host before dying. They are particularly nasty, because only the first egg planted is a Raptu, with the rest being just normal spiders. Knowing this, they take pleasure in what happens after the eggs hatch. Raptu speak no language.

Combat

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Attach (Ex): If the whore’s curse hits with a touch attack, it uses its myriad legs to latch onto the victim’s soft flesh. In most cases, the victim is unaware of the parasite, as noted above. An attached whore’s curse is effectively grappling, losing its Dexterity bonus to AC, but holds on with great tenacity. Whore’s curse has a +16 racial bonus to grapple checks, included above. Once the raptu gains a pin, it lays its eggs just beneath the surface of the skin. One cannot strike an attached raptu with a weapon, but he or she may grapple with it. To remove an attached raptu, the opponent must achieve a pin. Essentially, the victim finds the infestation and plucks the demon off of the skin. Eggs (Ex): After the whore’s curse attaches itself, all of its eggs hatch in 1d3 days forming into a spider swarm (see the MM). The swarm immediately attacks the victim, attempting to strip all the flesh from its body. In addition to the spiders, another whore’s curse is born dormant until another sexual encounter occurs, at which time the raptu attaches onto the new host.

A tiny little spider with the head of a lascivious woman writhes in ecstasy on the tip of your finger.

The raptu attacks in the midst of a physical encounter between a carrier and a new host, treating the target of the attack as helpless and otherwise distracted. Considering how small this creature is, the target is only aware of the demonic parasite by a successful Spot check against the raptu’s Hide check. After a number of days, the eggs the raptu plants hatch, spilling forth a swarm of spiders.

Volume 2: Hordes of Gehenna

Hordes of Gehenna

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Chapter Five: Descent into the Seven-Circle Realm The conflict between good and evil is the heart of most great games. Usually, In the Seven-Circle Realm, as its inhabitants call it, the home of pure, selfish evil is a force beyond common understanding. The forces of Hell and the evil is made. Here are the whisperers and the watchers who sit over each Abyss are so evil that the average mortal would go mad with just a glimpse person’s shoulder throughout the course of her life, inviting her to take the of their far-reaching plans and all-encompassing wickedness. Indeed, mortals wicked path, to eschew what she knows is right, to embrace self-interest and that tie themselves to these outside to reject her charitable nature. Here planes are thought by most to have are the mercenaries of the endless sold their very soul, to have become war between Hell and the Abyss, “How can any man defeat his greatest foe? We are each so deeply malevolent that they always switching sides whenever of us tempted by wickedness-some in quiet whispers, no longer bear any real similarity they receive a better offer—or so others in discordant cries. No blade can cut away at to other members of their race. it would seem—though their fickle But Hell and the Abyss are not loyalty does nothing so much as temptation; no strength can wrestle it from our breasts. the only outer planes, and not all prolong the war and ensure their It is the very evil of our souls.” fiendish powers are beyond the eternal employment. Here are the comprehension of the common seven Exarchs, each watching over - Davram Goodfellow, “I Will Not Yield” person. one of the circles, each maintaining the strength of the sin he fosters When neutral evil mortals die, if in the mortal world. It is a land they have been wholly dedicated of contradictions, where steadfast to the path of their alignment, their souls are consigned to Gehenna. Unlike alignments are the law of one blasted acre and anarchy and madness reign in other fiendish domains, Gehenna is not overseen by malefic lords bent the land beside it. It is a realm of subtlety, of shadows and of whispers. This on conquest or hatching schemes to topple the gods and swallow up the is Gehenna, and here our worst angels reside. multiverse. No, Gehenna’s evil is less showy than all that but, according to scholars like Goodfellow, far more insidious.

Creation of the Realm

Some say Gehenna was the first land in the universe—the place where the first beings of any consciousness resided. It was their selfishness that brought evil and death into the world, resulting in the creation of Hell, the Abyss, fiendish powers and the introduction of suffering into the multiverse. Others say Gehenna’s roots are less grandiose; an accursed battleground between the older realms of the Abyss and Hell, Gehenna was a sort of no-man’s land, its inhabitants the deserters from both sides of the war (and the malevolent residents of other planes that were drawn to the conflict).

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Many believe that Gehenna was not a plane at all until the gods of Heaven made it so; fearing the potential power of Hell or the Abyss unchecked by the other, the Lords of Good made an agreement with the outcasts of Gehenna. These sad creatures received their own plane, power,

and a place in the universe. In return, they agreed to record the evil deeds done by mortal races and, most importantly, to keep the war between their neighbors burning hot for all eternity. A Hell and Abyss at war is safer for the multiverse, the Lords of Good reasoned, and thus far it has proven true.

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5

1 7

2 4

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Regardless of the cause and true history of its creation, most agree that Gehenna is now the fiendish plane most tied to the Material Plane. Its lords aren’t just aware of mortal affairs—they watch and influence them. The inhabitants of Gehenna even include mortals who have made the Seven-Circle Realm their home, preferring the clarity of its raw evil to the Material Plane. Accessible by mortals, devils, demons, celestials and negative-energy creatures alike, Gehenna is the hub of the fiendish planes, rendering it a place both deeply terrifying and profoundly useful for those seeking to make other-worldly alliances.

Gehenna is a great, flat plane in the form of a giant circle. The outer-part of this circle is called the “war zone” for the simple reason that it is all around this outer-circle that the war between Hell and the Abyss rages. The war zone forms an enclosure around six smaller circles that, in turn, encircle one central circle. From above, it looks like the diagram on the facing page: 1 2 3 4 5 6 7

Circle of Wrath Circle of Envy Circle of Lust Circle of Sloth Circle of Gluttony Circle of Greed Circle of Pride

Each of the internal circles is ruled by one of the Exarchs of Gehenna. These powerful daemons (mostly) are the lords of the Seven-Circle Realm, though they have neither supreme authority nor any firm laws. Indeed, each seeks only to further his own aims and strengthen the power of his circle. Whatever theory one ascribes to regarding the creation and purpose of Gehenna, one thing is clear: each of its circles is directly connected to the sins of mortal-kind. As mortals commit sinful deeds, petty or profound, they are observed in the appropriate circle and the mere commission of the deed lends strength to the daemons of that land and its lord. How mortals are observed in these acts is a matter of debate. Most agree that through some property of Gehenna (perhaps its proximity to the Material Plane, perhaps through its agreements with the gods of Heaven), all people cast a dark shadow of themselves into the Seven-Circle Realm throughout their lives. As they do ill, their shadows wander into the appropriate circle where their deeds are scrutinized and recorded by the residents, all of whom delight in wickedness.

Volume 2: Hordes of Gehenna

The Lay of the Land

As the daemons observe these sins, they write them up in great dark ledgers. The purpose of these ledgers is the source of much debate. Some call this dark ledger the Book of the Wicked. They say that at the end of a person’s life, she must answer for all of the sins recorded therein (though they are counterbalanced by a similar and opposite book recorded on another plane called the Book of the Righteous). Others say these books are kept in the central circle of Gehenna, in a terrible place called the Library of Blasphemies. They are stored there for a purpose both secret and horrifying, for within are kept records of every sin committed by mortals since time began. Whatever their purpose, it cannot be good.

The Exarchs of Gehenna

While the war zone is a characterless place of blood, bile and ichor, a blasted wasteland worn down to craters and flaming pits over millennia of warfare, each of the seven circles is a reflection in form and character of its Exarch and the sin the circle represents. The Exarchs are:

Tyrexxus The Black Horn, Exarch of Wrath His realm, the Circle of Wrath, is a land of constant warfare and strife, filled with those who hate and desire the death and maiming of all they meet. Tyrexxus’s minions, the daemons of wrath, are the bulk of the mercenary forces that aid the war between Hell and the Abyss. This is good for the other Exarchs, since the war occupies his time; his hatred for the other lords of the Seven-Circle Realm (over historic slights, real and imagined) would surely lead him to war with them otherwise. The Circle of Wrath is closest to the gate to the Abyss, through which demons stream regularly.

Ulasta The Great Skull, Exarch of Envy An undead dragoness of staggering power, Ulasta oversees the daemons of the Circle of Envy, all of whom worship her as a god, for she has what they

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cannot: death. Yet Ulasta herself is consumed by her own envy for the living, and from within her palace of bone and sinew she hatches plots to make herself a living woman, despite the fact that she is a creature of pure negative energy and so it can never be. The Circle of Envy is tied to the Negative Energy Plane and has many undead inhabitants, most of which are the overseers of the daemons there, who both love and hate their masters.

In’nassi The Red Petals, The Iron Rod, Exarch of Lust A daemon of both masculine and feminine aspect, In’nassi dedicates its realm, the Circle of Lust, to fornication and carnal pleasures. However, neither In’nassi nor the daemons of the realm are ever satisfied by their activities, and they constantly desire more (and more perverse) couplings. In’nassi is said to be lovers with several other Exarchs, though it is said just as often that to lie with it (for it cannot be said to be a “her” or a “him”) is to know pleasure and pain so perfect and so terrible, that one must surely die.

Viasta The Broken Promise, Exarch of Sloth Hardly ever seen, Viasta is an old and powerful daemon (or so most say) that cannot be bothered to lead his realm, the Circle of Sloth, or to take part in the wars and intrigues of Gehenna. Many of the inhabitants of his circle are Fallen Celestials, whose duties wore on them until they simply gave up, falling straight from Heaven to their new home in the Circle of Sloth. Heretical scholars say that Viasta is not a daemon at all, but indeed the most powerful being in the multiverse—the creator of all—who, exhausted by his works and disappointed by the shortcomings of mortals and outsiders alike, has simply given up. Though it is within his power to fix every flaw in the world, to save all those unjustly injured, to do and achieve boundless good, he instead lies about his domain in Gehenna doing nothing at all. This circle is closest to the gateway to Hell, and its inhabitants do not oppose the devils that invade their lands from it.

Yungo The Slavering Mouths, Exarch of Gluttony A circle of consumption, constant and disgusting to behold, the Circle of Gluttony is encompassed entirely by the girth of Yungo, its exarch. The daemons there feast on his flesh, and he, in turn feasts on theirs, making

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himself drunk on their intoxicating blood and pus. Of all the circles, this is the one most avoided by travelers, for to enter the Circle of Gluttony, often called the Mountain of Flesh, is to risk being torn to pieces and eaten by its inhabitants—or, worse, eaten whole by Yungo. Rumors, though they have never been confirmed, hold that there is a shining empire watched over by good celestials and inhabited by golden-skinned mortals deep in Yungo’s gullet. They say he consumed it long ago and forgot about it; from this supposed land, the forces of good keep tabs on the war between Hell and the Abyss, going unnoticed.

Mytaxx The Golden Miser, Exarch of Greed They say Mytaxx was once a mortal man who bought himself rulership of a circle of Gehenna, the Circle of Greed. Whether this is true or not, it is the case that the daemons of his circle hoard all manner of wealth—gold, gems, knowledge, magic and power. This circle is accessible from the Material Plane, and there are powerful and evil mortals who call this place home. Mytaxx desires to own everything there is; he would take the stars themselves, if he could, but he is kept occupied by his obsessive hoarding of that which he already holds.

Gravicarius The Shining Star, Exarch of Pride If there is one of the exarchs who is the strongest, most cunning, most beautiful and most perfect, it is Gravicarius. He considers himself the equal of any demon prince, Lord of Hell, or celestial god—and in some ways, perhaps he is. It is his firm belief that there is nothing he cannot do, but he is pleased by what he does now. That is to make sure that the dark ledgers of Gehenna are recorded and their purpose (whatever it may be) is fulfilled. If it is true that Gehenna is in league with the Lords of Heaven, prolonging the war between Hell and the Abyss and recording mortal sins so that they might be judged, then this agreement was surely brokered by Gravicarius. Though he is not king of Gehenna, he is unquestionably its greatest citizen. His realm, the Circle of Pride, is not at first a place of obvious evil. Filled with the most perfect and beautiful daemons, the most stunning works of art and architecture, and the wisest scholars, indeed, the inner-circle of Gehenna seems almost a paradise. But beneath the surface, wickedness lurks. For every denizen of that perfect-seeming place is convinced of his own absolute authority and rectitude. Each does whatever he desires, with utmost certainty that it is the right thing to do because he wishes it. This results in murder, theft and a constant buzzing of betrayal. None are more convinced of their own perfection than Gravicarius; the horrors he has caused by doing what he believes to be “right” chill the very blood.

Gehenna’s inhabitants perform many functions within (and between) their circles. Unlike Hell, where the roles are hierarchical, with devils climbing in levels of status by performing deeds of great evil, the daemons and other residents of Gehenna gravitate toward their roles, choosing that which most satiates their wicked desires. No particular group will admit to being “lesser” than another, and fights often erupt between them. The roles taken on by Gehenna’s denizens, usually called “stations” are:

Watchers

Servitors The loftiest of the Seven-Circle Realm’s inhabitants, the servitors are directly accountable to the Exarchs of their circles. They make sure the Exarch’s will is obeyed, that the affairs of their circle are in order, and that any desire of the lord they serve is fulfilled. Servitors are often used as messengers to other planes.

The Hateful Home

Through the dark shadows cast by mortals, Gehenna is able to observe sins as they are being committed. A man who possesses a purse heavy with gold will cast a dark shadow of himself in the Circle of Greed should he refuse to give a copper to a starving man. The watchers are there, waiting to observe these sins and record them in All outsiders native to Gehenna are of the daemon subtype and the dark ledger. share the following traits, unless otherwise noted in a creature’s entry.

Daemon Traits

Whisperers

There are other daemons of Gehenna that follow these shadows of mortals around and whisper to them, telling them to commit graver and graver sins. These are the voices we hear in our hearts, urging us to choose evil. They come to know what tempts us, personally, what we respond to and what we desire; they grow skilled at steering us toward that which we know is worst for us.

Immunities (Ex): Daemons are immune to acid and poison Resistances (Ex): Daemons have resistance to cold 10, electricity 10 and fire 10. Summon (Sp): Many daemons have the ability to summon others of their kind. The details, if the daemon has this ability, are described under the individual monster heading.

As a hub, Gehenna has become home to any number of creatures. Its native inhabitants are daemons. Their roots as a species are shrouded in mystery. Some say daemons were the first race, accursed by the gods for their pride and made into the horrid creatures they are today. Others believe they are the dross of demonand devil-kind, transformed through some power (infernal, divine or arcane) into a race in their own right. Whatever the case, they are racially distinct from devils and demons (see sidebar for racial properties).

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The Roles of the Wicked

planes. They will happily serve any employer able to pay them, though their prices are rarely as easily paid with gold (and are usually tied to the circle of their origin).

Because it is connected to many other planes—particularly Hell and the Abyss, which wage an eternal war across the outer-circle of Except where otherwise noted, demons speak Abyssal, Draconic, Gehenna—the Seven-Circle Realm and Infernal. is home to many other races. Fallen Watchers and Whisperers come to celestials, beings that were long know their subjects over the years. ago of pure good, are sometimes On the rare occasion they come found in Gehenna, having given to the Material Plane, they pose a over to depravity and spiritual decay. terrible threat to those they have observed and whispered to. They are aware Powerful evil mortals from the Material Plane, undead overlords from the of every sin—great and small—and will absolutely use this knowledge against Negative Energy Plane, and even a few demon and devil refugees from the their foes if they can. Unlike the fiends of Hell and the Abyss, these daemons war between their homelands can be found in the circles of the land. They of Gehenna are personal horrors and have been known to reduce the most have only one thing that unites them—hearts of pure evil. perfect paladin to tears. They know what he has been thinking, what he has done in private, and what he is most ashamed of, for they have been with him Indeed, the inhabitants of Gehenna are more unified by their circles and their his entire life. stations than by their race. It is more likely that a daemon watcher of the Circle of Greed will associate with a fallen celestial mercenary of the Circle of Greed, than another daemon from the Circle of Sloth. Within each circle, stations are considered the most important indicator of association. Watchers band together against whisperers, whisperers against servitors, and so on Primarily, mercenaries are warriors in the battles between Hell and the Abyss. down the line. But when a circle is pitted against another circle (or against They are also the protectors of their circles (the only time they will fight for invading outsiders), inhabitants of all walks will band together. free) and they are the most easily summoned of daemons by those on other Telepathy (Su): Daemons can communicate telepathically with any creature, within a certain distance, that has a language.

Mercenaries

Bring on the Evil! Now that you know what Gehenna is like and the purpose of its lords and inhabitants, it’s time to delve into the various creatures that call the Seven-Circle Realm their home. Most are daemons, but many of the more powerful creatures of Gehenna are unique and belong to other races. In the following pages, Hordes of Gehenna provides a wide assortment of enemies, from low-CR grunts, to some of the realm’s most terrifying and powerful residents. Prepare yourself; Gehenna is not for the faint of heart.

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Chapter Six: Creatures of Gehenna Abandoned Dream (Whisperer of Sloth) Medium Outsider (Daemon, Evil, Extraplanar, Shapechanger) Hit Dice: 6d8-6 (21 hp) Initiative: +5 Speed: Fly 30 ft. (6 squares) (perfect) Armor Class: 18 (+5 Dex, +3 natural), touch 15, flatfooted 13 Base Attack/Grapple: +6/+7 Attack: Claw +7melee (1d4+1) Full Attack: 2 claws +7 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved Grab, spelllike abilities, Wisdom drain Special Qualities: Alternate form, daemon traits, damage reduction 5/good, darkvision 60 ft., spell resistance 17, telepathy 120 ft. Saves: Fort +4, Ref +10, Will +9 Abilities: Str 12, Dex 21, Con 8, Int 15, Wis 18, Cha 17 Skills: Bluff +12, Concentration +8, Diplomacy +18, Disguise +17 (+19 acting), Forgery +4, Hide +14, Intimidate +14, Knowledge (the planes) +11, Listen +13, Sense Motive +15, Spot +13, Survival +6 (on other planes) Feats: Deceitful, Negotiator, Skill Focus (Disguise) Environment: Gehenna Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral evil Advancement: 7-18 HD (Medium) Level Adjustment: —

And when a particularly cherished dream is forgotten by one of its subjects, sometimes the abandoned dream is brought to the Material Plane by the power of that loss. There it becomes the embodiment of the dream, haunting and tormenting the dreamer with regret. Perhaps she was a poor mother who gave up on a better life for her child; the abandoned dream will come to her at her lowest and offer her a hand up for her child—an apprenticeship, schooling, and future riches—only to withdraw the offer at the eleventh hour. This sort of Swollen, distended, with tearing claws trailing from its spindly torment will continue until the abandoned dream is somehow sent arms, this creature floats in the air. It has no apparent eyes, or back to Gehenna (the tormented mouth, but appears to be watching its surroundings. finds or is aided in finding the will to not give up hope) or its subject is dead.

“You could never do that; not you. You were never good enough, were you? Everyone you know is better than you. Set it aside. It was a foolish idea. You don’t even want to.” —The whispering of the Abandoned Dreams In the Circle of Sloth, broken promises and wasted potential are the daily currency. But precious dreams cast aside—those are treasures. The watchers eagerly wait for the moment when a mortal turns her back on her dreams. When a person chooses the path of practicality over idealism—hardened realism over optimism—a great cheer goes up in Gehenna. Quite often, that moment is incited and inseminated by the elite whisperers of the circle called the abandoned dreams.

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Gifted with unholy acuity of insight, they recognize weaknesses in mortals that few others would see. They see when a person is prepared to forget her cherished hopes for a better tomorrow, and they pounce on the opportunity, whispering to her shadow day and night to help foster this depression. They promote the mortal embrace of mundane lives.

Abandoned dreams are seven feet long in their true form. When on the Material Plane, they assume forms as necessary to carry out their sinister tasks. They speak Common, Abyssal, Infernal, Elven, Gnome, Dwarven, Halfling, and Orc.

Combat Though the abandoned dream is a much more insidious evil, it can defend itself if exposed. The abandoned dream uses its spells defensively to gain an advantage before closing on its foes using improved grab attacks to leech their enemy’s Wisdom. For purposes of damage reduction, the abandoned dreams attacks are considered evil. Improved Grab (Ex): To use this ability, the abandoned dream must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple, it establishes a hold and can drain its target’s Wisdom (see below).

Spell-like Abilities: Abandoned dreams can cast the following spells at will—charm person (DC 14), clairaudience/clairvoyance, eagle’s splendor, expeditious retreat, rage, suggestion (DC 16). Caster Level 5th. The save DCs are Charismabased.

Alternate form (Su): An abandoned dream can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 10th), except that the abandoned dream does not regain hit points for changing form. An abandoned dream can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Ahrimanes

(Fallen Planetar, Independent) Large Outsider (Evil, Extraplanar) Hit Dice: 18d8+90 (171 hp) Initiative: +8 Speed: 30 ft. (6 squares), fly 90 ft. (good) Armor Class: 32 (–1 size, +4 Dex, +19 natural), touch 13, flatfooted 28 Base Attack/Grapple: +18/+29 Attack: +3 large unholy whip +28 melee (1d4+10 nonlethal plus 2d6 against good opponents) or claw +27 melee (1d8+7) Full Attack: +3 large unholy whip +28/+23/+18 melee (1d4+10 nonlethal plus 2d6 against good opponents) or 2 claws +27 melee (1d8+7), bite +22 melee (1d6 Charisma drain) Space/Reach: 10 ft./10 ft. Special Attacks: Blasphemous benediction, charisma drain, flies, probe soul, spells, spell-like abilities, unholy compact, whip Special Qualities: Damage reduction 10/good, darkvision 60 ft., holy interdict, low-light vision, immunity to acid, cold and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues, unsettling aura Saves: Fort +16 (+20 against poison), Ref +15, Will +16 Abilities: Str 25, Dex 19, Con 20, Int 22, Wis 21, Cha 24 Skills: Bluff +11, Concentration +26, Diplomacy +28, Escape Artist +25, Hide +21, Intimidate +28, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Intimidate +28, Move Silently +25, Search +27, Sense Motive +30, Spot +26, Survival +5 (+7 on other planes), Use Rope +4 (+6 with bindings) Feats: Blind-Fight, Cleave, Combat Expertise, Improved Initiative, Improved Trip, Power Attack, Weapon Focus (whip) Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 20 Treasure: Standard Alignment: Always neutral evil Advancement: 13-24 HD (Medium) Level Adjustment: — “The chief of daemons, lowest of daemons, Ahrimanes, we beseech you, send your servants to devour our foes.” —Canticle of the cursed

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Wisdom drain (Su): Each round the abandon dream pins its opponent, it burrows its claws into its victim’s scalp and drains 1d6 points of permanent Wisdom.

His arrogance allowed him to believe he could walk unchallenged in Heaven, talking freely of the pettiness of the immortal masters and their misguided use of power. He gathered a motley host of sycophants to his side, comprised of those who saw things as he did, or perhaps because they saw power in him. When their meetings turned violent, the gods would brook no more offense, and demanded that Ahrimanes and his followers be cast out of the Heavens. Those angels who enforced the gods’ will were Iblis, Sariel, and Beelzebub, who would eventually rise up against their divine masters when the gods created mortals, inspired by the words of Ahrimanes.

Before the angelic rebellion in heaven—before the fall of those angels and their subsequent descent to the Abyss and Hell—there was Ahrimanes. An Ahrimanes’ ejection from the heavens occurred before Hell was formed, angel, like so many of his brethren that fell from grace, he never exhibited the and while the Qlippoth still ruled unchallenged in the dark, away from the purity of his fellow celestials. Despite dwelling in the presence of the gods, he gods. No mortal world yet existed, so Ahrimanes wandered the shadows could never accept that these beings of the cosmos, too afraid to find could have created him. He watched shelter with the soulless in the their bickering and childish behavior yawning depths of the Abyss. Filled This vaguely humanoid creature is completely naked, in shock, horrified by the power they with hatred for all of his kind, he revealing inky blue skin. In one hand he snaps a whip, while controlled and disgusted by their nursed his grief and loneliness for a capriciousness and infighting. He thousand years, until mortal man first the other wiggles its fingers. It turns to look at you and you grew to hate them, and in his hate, drew his breath on a world created see that its face is a knot of writhing larvae, and from this he fomented discord in his kind, just for him. Soon after, he watched mass out swarms a cloud of buzzing flies. forming the first rebellion against his fellow angels—those that ignored the gods. his warnings and cast him from the

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light of the Heavens—struggle futilely against the combined might of the Heavens. He watched as Asmodeus, Ahrimanes’ heir, fell from the Heavens to land in a new place, a place of torment and woe, where the gods would give over mortals of similar disposition to the hateful devils. He laughed gleefully when the others fell to the Abyss and struggled for survival against the Qlippoth. In the end, with these fiendish realms created and with demons and devils established in their new realms, Ahrimanes returned from his exile and settled in Gehenna, doing his part to corrupt the mortals and send them to their dark masters. He has an uneasy truce with the Exarchs, though each suspect he plots to seize the entire plane for his own. Given his charismatic nature and his bottomless corruption, it is a threat that all would do well not to ignore. Ahrimanes stands nine feet tall. Ahrimanes speaks and understands all languages through use of his tongues ability.

Combat Ahrimanes hates mortals and directs his attacks at those characters first. He typically spews a cloud of biting flies and follows this up with his whip attack. Against powerful foes, he uses spell-like abilities to contain and divide, helping to level the playing field. For the purposes of overcoming damage reduction, Ahrimanes natural attacks, and any attacks made with a weapon, count as magical and evil. Unlike other fallen angels, Ahrimanes lacks wings in the traditional sense. Instead, he has a swarm of flies that emerge from his maggot-infested face that carry him wherever he goes. For full descriptions of abilities common to fallen celestials, see the fallen celestial template on page 161. Blasphemous Benediction (Su): Ahrimanes grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. Charisma Drain (Su): Whenever Ahrimanes successfully hits a target with his bite attack, he permanently drains 1d6 points of Charisma. Flies (Su): Ahrimanes’ face is a seething mass of wriggling maggots. Ahrimanes, as a free action, can create a swarm of biting flies from this nest. The flies move as directed, which Ahrimanes may do as a free action, and fill one space. A target beginning his action in this space must succeed a DC 23 Fortitude save or be nauseated for 1 round. The swarm only disperses when Ahrimanes is destroyed or driven away. The save DC is Constitution-based. Probe Soul (Su): The Will save to resist Ahrimanes’ persuasion has a DC of 26.

Whip (Su): Ahrimanes employs a nasty whip, braided from the skin of celestials he has killed. On command, he can energize the whip, transforming it into brilliant energy weapon. While in this state, the whip has all the benefits of a brilliant energy weapon as described in the DMG and inflicts real damage instead of nonlethal. Spell-like Abilities: At will—continual flame, dispel magic, unholy blight (DC 21), invisibility (self only), lesser restoration (DC 19), bestow curse (DC 20), contagion (DC 20), cause fear (DC 18), nondetection, speak with dead (DC 20); 3/day—blade barrier (DC 23), flame strike (DC 22), polymorph (self only), power word stun, slay living (DC 22), waves of fatigue; 2/day— charm person, disguise self, protection from good, 1/day— blasphemy (DC 24), command (DC 18), dispel good, earthquake (DC 25), firestorm (DC 24), greater restoration (DC 24), mass charm monster (DC 25), misdirection, soul bind (DC 27), speak with dead (DC 20), suggestion (DC 20), summon monster IX (NE fiends only), unhallow, unholy aura, waves of exhaustion. Caster level 20th. The save DCs are Charisma-based. The following abilities are always active on Ahrimanes’ person, as the spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but he can reactivate them as a free action. Spells: Ahrimanes can cast divine spells as a 20th-level cleric. He has access to the following domains: Destruction, Evil. The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0—create water, detect magic, guidance, resistance (2), virtue; 1st—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd—aid*, align weapon, bear ’s endurance, bull’s strength (2), desecrate, eagle’s splendor, hold person; 3rd—contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall; 4th— death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV; 5th— break enchantment, circle of doom*, dispel good, mark of justice, plane shift, righteous might; 6th— banishment, greater dispel magic, harm*, heal, heroes’ feast, mass cure moderate wounds; 7th— dictum, disintegrate*, unholy word, regenerate; 8th—unholy aura*, mass cure critical wounds, shield of law; 9th—implosion, summon monster IX (evil)*. *Domain spell. Domains: Destruction and Evil. Regeneration (Ex): Ahrimanes takes damage from good-aligned weapons and from spells and effects with the good descriptor. Unholy Compact (Su): A soul bound by this agreement is trapped in Ahrimanes’ domain in the Circle of Pride of Gehenna upon death. Unsettling Aura (Ex): The Will save to resist Ahrimanes’ unsettling aura has a DC of 26.

Calumnites (Whisperer of Envy)

Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +4 Speed: Fly 30 ft. (6 squares), (good) Armor Class: 19 (+4 Dex, +5 natural), touch 14, flatfooted 15 Base Attack/Grapple: +5/+8 Attack: Impaler +8 melee (1d8+3/x3) Full Attack: 2 impalers +8 melee (1d8+3/x3), mouth tentacles +6 touch (1d6 Intelligence drain) Space/Reach: 5 ft./5 ft. Special Attacks: Intelligence drain, rend 2d8+4, spikes 1d6+3 Special Qualities: Daemonic traits, damage reduction 10/magic or good, spell resistance 17 Saves: Fort +6, Ref +8, Will +5 Abilities: Str 17, Dex 18, Con 15, Int 11, Wis 13, Cha 11 Skills: Appraise +8, Escape Artist +12, Intimidate +8, Knowledge (any two) +8, Listen +9, Spellcraft +8, Spot +9, Use Rope +4 (+6 bindings) Feats: Multiattack, Power Attack

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Environment: Gehenna Organization: Solitary, Pair, Gang (3-6) Challenge Rating: 6

Treasure: Standard Alignment: Always neutral evil Advancement: 6-15 HD (Medium) Level Adjustment: — “I cannot read and would prefer all books were burned.” —Envy, addressing Doctor Faustus Envy is misjudged by many to be a passive sin, being nothing more than the quiet yearnings of the meek for the lives of the strong. Indeed, this is often so. But the calumnites, one of the orders of whisperers in the Circle of Envy, fan the covetousness of mortals prone to desire what they do not have, fanning the flames of desire until their victims are overcome with a jealous, mad craving to destroy that which they cannot possess. With their constant prodding and whispering, the Calumnites tell the envious that, for instance, they will never have what their neighbors have, and since their neighbors will always keep it from them, why not burn down the neighbors’ houses? And while most reject these quiet whispers in the back of their minds, some are drawn to them like moths to flame. So enraged are these mortals by the audacity of their neighbors, or friends, or employers, for flaunting what they have, and so miserable are these mortals at their perceived lack of worldly possessions, that they give in to their maddest desires. They murder their neighbors in their sleep, they steal their employers’ money, and they ruin their friends’ lives.

Such evil acts of envy give the calumnites strength. One who has achieved many such successes may find itself able to journey to the Material Plane itself, continuing to work its mischief through more than mere whispers. And it will, of course, pursue this option because the calumnites are themselves envious: envious of mortals with their lives on the Material Plane; envious of the sun and the moon and the stars; envious of death and life, hope and despair. They hate mortals for their mortality, and want nothing more than to be mortal themselves. A calumnite on the Material Plane may go on a simple killing spree, or it may cleverly pursue magical means to make itself mortal. It is all a question of whether it lets its envy get the better of it. Calumnites are seven feet long. They speak Common, Elven, Dwarven, Gnome, Halfling, Abyssal and Infernal.

Combat When a calumnite attacks, it is a very messy affair. They employ their impalers to grab a foe and then rip them apart with their rend ability. If they get the chance, they dangle their oral tentacles over their victim’s head and drain away their opponent’s Intelligence. For the purposes of overcoming damage reduction, calumnites natural attacks are considered both magic and evil.

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It looks as though this creature has been ripped in two, trailing its intestines behind it. Its arms are like the long, pointed legs of a mantis and its back is covered with spiked ridges. From its mouth dangle countless vibrating tentacles.

Intelligence drain (Su): A calumnite causes 1d6 points of Intelligence drain each time it hits with its touch attack. If the calumnite reduces the target to 0 Intelligence, the creature liquefies as is quickly consumed by the daemon. Rend (Ex): If a calumnite hits with both impaler attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals and additional 2d8+4 points of damage. Spikes (Ex): The calumnite automatically deals 1d6+3 points of damage to any target attempting to initiate a grapple with it.

The Companions of Malice (Mercenaries of Wrath)

Combat

“When some lucky worm finally ends my days on this wretched earth, I pray to you dark masters—make my blood run hot in the foul places. Give me strength immortal. Grant me a place among the Companions of Malice that I may feast on the blood of my foes for all eternity.”

Nothing deters employed Companions of Malice from their course. They never act counter to the provisions outlined in the particular contract they signed. For the Companions, obstacles, whether innocent bystanders or structures, simply represent opportunities for new and creative means to demoralize and weaken their opponents. Companions use whatever tools they have at their disposal, including anything they happen along, to ensure the completion of the job.

—Prayer of the Tyrexxan Supplicants Even Gehenna has its traditions. In the swirling madness of the war between Hell and the Abyss, the Companions of Malice are among the most feared and valued warriors. A mercenary company in the service of Tyrexxus that has fought on every side of the conflict over the Millennia, the Companions of Malice obey one law and one law only: they will faithfully serve their employer. The Companions accept commissions for their services for only one mission at a time. During particularly brutal periods of the eternal war they have engendered frenzied bidding wars between demons and devils, switching sides in the conflict with each new battle. However, once they have accepted a commission, they are unshakable. Over the eons, mortals have learned spells to summon members of the company to do their bidding. A commander, if summoned, will bring several of his underlings with him—once the hiring price has been agreed upon. As below in Gehenna, so it is on the Material Plane: the cost of hiring the Companions is prohibitive, and never as simple as gold changing hands. They demand services, souls, blood, feasts of wicked pleasures, and worse. But once secured to a “cause” there are few better ways for an evil mortal to assure her victory than to hire the Companions of Malice.

Given the nature of these creatures, Companions are violent forces of death and destruction. They meet their opponents directly or indirectly, depending on the nature of their opponent. Machiavellian in every way, the ends justify the means. However, if a new threat to their employer arises along the way to achieving their goals, they will refuse any effort to renegotiate or to expand the details of the contract. Companions of Malice Traits: All Companions possess the following traits in addition to the standard traits common in daemons, unless noted otherwise in the creature’s entry. Strength in Numbers (Ex): The more daemons gathered in melee, the more powerful they are. For every 2 Companions within 50-feet, each gains a +1 insight bonus to attack rolls, saving throws and checks to a maximum of a +5 bonus. Unshakable (Ex): While under the obligation of a contract, Companions of Malice gain a +1 profane bonus for every 5 Companions in the company to all saving throws against any spells or effects that would force one or more companions back to Gehenna. In addition, while employed, all Companions in the company are immune to all spells with the Charm or Compulsion descriptors.

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Tongues (Ex): All daemons in the Companions of Malice have long poisonous tongues, whose power and potency vary depending on the rank of the daemon.

Society of the Companions of Malice Scholars cannot determine just how vast the ranks of the Companions of Malice are, though most agree it is at least 20,000 soldiers strong. The basic soldier of this mercenary army is the footman. They are comprised of two kinds of daemons: long time inhabitants of Gehenna recently indoctrinated in the company and newly arrived souls of neutral evil mortals who, for reasons known only to Tyrexxus, are sent to the company. When a footman has served long enough, it might challenge its commander, a lieutenant, in an effort to achieve higher rank. This challenge, always martial, continues until one of the daemons surrenders. For the lieutenant, surrender

is without consequence—the company does not call for the death of its valued commanders unless they fail in their duty. For the footman, surrender is usually punished by becoming that unit’s “banner” for a time: it is impaled on the banner pole, run through from stem to sternum. Every day the lieutenant cuts its belly open and its fellow footmen feed upon its intestines, lending them the strength of its essence. The lieutenants are made into captains at the pleasure of the Lord Commander of the Companions. Captains, who command masses of footmen and lieutenants, are chosen for their cunning, their tactical genius and their love of carnage. Most Captains serve in this capacity for the remainder of their existence, though some are selected to serve the Lord Commander personally or even to become a part of Tyrexxus’ honor guard. Overseeing the Companions of Malice is the Lord Commander, U’ulgan. A trusted companion to Tyrexxus and one of the fiercest warriors in the SevenCircle Realm, it is with U’ulgan that the powers of Hell and the Abyss parlay in their efforts to secure the Companions’ services.

Footmen of the Company Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 2d8+7 (16 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4), tongue +1 melee (1d4+2 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Disciplined, fearsome rage, poison, rend (2d4+6), summon Special Qualities: Companion traits, daemon traits, stability Saves: Fort +7, Ref +5, Will +4 Abilities: Str 19, Dex 15, Con 15, Int 6, Wis 12, Cha 8 Skills: Climb +9, Jump +9, Listen +6, Spot +6, Swim +9, Survival +6 Feats: EnduranceB, Toughness Environment: Gehenna Organization: Solitary, Pair, Squad (1d4+2), Unit (20 footmen plus lieutenant), Company (20 units plus captain) Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 3-6 HD (Medium) Level Adjustment: — Footmen form into units of 20, each of which is led by a commanding officer, called a Lieutenant of the Company. The footmen exist only to serve their lieutenants, to go where they command and to kill whom they require dead. The footmen are fierce and tireless warriors, corrupted over the years of their service into twisted creatures sporting wicked claws and the poisoned, barbed tongues that identify all Companions. Footmen will never flee from combat when their company is in service to an employer. They are wild and barbaric warriors possessed of the anarchic delight in killing of the demons and the discipline and martial structure of the devils. While the weakest members of the Companions, even a lone footman is not to be trifled with. Footmen stand about seven feet tall. They speak Abyssal, Common and Infernal.

Combat

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Undirected footmen leap into the fray, ripping apart their foes with unholy fervor. While frightening in this capacity, they are a horror to behold when steered by a competent commander like a lieutenant or captain of the Company. When so controlled, footmen are a tightly organized and disciplined force capable of annihilating just about any opponent they face.

Disciplined (Ex): If commanded by a lieutenant, and ordered to break their rage, they may do so and experience no adverse effects from ending the rage. Likewise, a lieutenant can order any number of the footmen under his command to enter the fearsome rage. Normally, footmen are fatigued at the end of their rage, and they have no control over when the rage takes them. Fearsome Rage (Ex): In the heat of battle, footmen sometimes lose control. When they lose control, only a higher-ranking officer can restore them to a disciplined state. Every round in which a footman takes damage,

This deformed, grey creature appears to have been created for one purpose only: warfare. Its body, covered in chitin, displays no weaknesses. Its arms end in wicked claws and its legs are rooted to the ground, immovable. From its mouth flickers an impossibly long tongue, from which drips something black and smoking.

Poison (Ex): Footmen’s tongues carry a nasty toxin that forces an opponent damaged by the tongue attack to attempt a Fortitude save (DC 13) or the poison deals 1d3 points of Strength damage. Ten rounds later, the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 1d3 points of Strength damage. The save DC is Constitution-based.

Rend (Ex): If a footman hits with both claw attacks, it latches onto the opponent’s body and tears the flesh, automatically dealing 2d4+6 additional points of damage.

Summon (Sp): When under a contract and working for an employer, a footman can summon another footman with a 25% chance of success. Footmen often bring in reinforcements to swell their numbers against a dangerous foe. This ability functions as a 3rd-level spell. Stability (Ex): Footmen are exceptionally stable on their feet. Footmen gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Lieutenant of the Company Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 6d8+21 (48 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 Base Attack/Grapple: +6/+10 Attack: +1 Halberd +12 melee (1d10+7) Full Attack: +1 Halberd +12/+7 melee (1d10+7) and tongue +5 melee (1d6+2 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Battle cry, command, poison, summon Special Qualities: Companion traits, daemon traits, damage reduction 5/magic, stability Saves: Fort +9, Ref +7, Will +6 Abilities: Str 19, Dex 15, Con 17, Int 12, Wis 12, Cha 14 Skills: Climb +13, Diplomacy +11, Intimidate +11, Jump +13, Knowledge (history) +10, Listen +10, Spot +10, Swim +13, Survival +10 Feats: Diehard, EnduranceB, Toughness, Weapon Focus (halberd)

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there is a 50% chance for the footman to enter a blood-chilling fury. When they enter the fearsome rage, they function as if they were humanoids and under the effects of an enlarge person spell. They increase to Large size, gain a +2 size bonus to Strength, -2 size penalty to Dexterity and a -1 penalty to attack rolls and AC. See the PHB for more details on this spell.

Environment: Gehenna Organization: Solitary, Unit (lieutenant plus 20 footmen), Company (20 units plus captain) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 7-12 HD (Medium) Level Adjustment: — Highly protective of their positions, arrogant in their power, hungry for the glory of battle and for greater status within the company, the Lieutenants of the Company evidence cunning and ferocity. Perhaps it is the dark enchantment of the company, perhaps it is simply their nature, but when the Companions take on a new foe, the lieutenants develop a supreme hatred. While most mercenaries seek only to do their job and survive, the Lieutenants take it upon themselves to destroy their opponents utterly. To this end, the lieutenants command their footmen into battle. Each lieutenant oversees a unit of 20 footmen. Bearing aloft their shining, black halberds—the symbol of their office—the lieutenants loose hideous battle cries that move their soldiers to frenzied heights of destruction and strike terror in the hearts of their foes.

enter their fearsome rages, while the lieutenant leaps into the fray, swinging his halberd with abandon. A lieutenant’s attacks are considered magical for purposes of overcoming damage reduction.

Battle Cry (Su): As a standard action, the lieutenant of the company may throw his head back and release an awful shriek that inspires his allies and demoralizes his foes. All allies that can hear the battle cry gain a +2 morale bonus to attack rolls and saving throws. All A powerful creature covered in bone and chitin armor-or is it opponents who hear the battle cry skin?-this tall, grey creature bears a shining black halberd must attempt a Will save (DC 15) or carved, perhaps, from obsidian. It seems to taste the air suffer a -2 morale penalty to all attack rolls and saving throws. The save DC with a long, wicked tongue that ends in a series of barbs. for this ability is Charisma-based.

Lieutenants are seven to eight feet tall. They speak Abyssal, Common and Infernal.

Combat Lieutenants begin combat with their battle cry, an ear-splitting shriek that carries quite a distance. Following the shriek, they command their forces to

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Command (Ex): As a move action, lieutenants can command any and all footmen within 60 feet to enter or break from their fearsome rage. Poison (Ex): A lieutenant’s tongue carries a nasty toxin that forces an opponent damaged by the tongue attack to attempt a Fortitude save (DC 16) or the poison deals 1d6 points of Strength damage. Ten rounds later, the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 1d6 points of Strength damage. The save DC is Constitution-based.

Summon (Sp): As soon as a lieutenant successfully negotiates a contract with a prospective employer, the lieutenant may automatically summon 10 footmen. These footmen in turn summon 10 more to fill the unit. This ability is the equivalent of a 6th-level spell. Stability (Ex): Lieutenants are just as stable as footmen are when on their feet. Lieutenants gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Captain of the Company Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 13d8+65 (125 hp) Initiative: +1 Speed: 40 ft. (full plate, normal 50 ft.) (8 squares) Armor Class: 27 (-1 size, +1 Dex, +7 natural, +10 +2 full plate armor), touch 10, flat-footed 26 Base Attack/Grapple: +13/+25 Attack: +1 large unholy greatsword +23 melee (3d6+13 plus 2d6 against good foes, crit 17-20) Full Attack: +1 large unholy greatsword +23/+18/+13 melee (3d6+13 plus 2d6 against good foes, crit 17-20) and tongue +18 melee (1d8+4 and poison) Space/Reach: 10 ft./10 ft. (15 ft. with tongue) Special Attacks: Command, gate, improved grab, poison, rend 2d8+12, summon Special Qualities: Companion traits, daemon traits, damage reduction 10/good and magic, stability Saves: Fort +13, Ref +9, Will +10 Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 18 Skills: Climb +24, Diplomacy +20, Intimidate +20, Jump +24, Knowledge (history), Knowledge (the planes) +18, Listen +18, Spot +18, Swim +24, Survival +18 (+20 on the planes) Feats: Diehard, EnduranceB, Improved Critical (greatsword), Power Attack, Toughness, Weapon Focus (greatsword) Environment: Gehenna Organization: Solitary, Unit (lieutenant plus 20 footmen), Company (20 units plus captain) Challenge Rating: 14 Treasure: None Alignment: Always neutral evil Advancement: 14-26 HD (Large), 27+ HD (Huge) Level Adjustment: — The captains are the masters of the company and are tireless foes. Unlike the lieutenants, they do not give over to pure hatred of their for-hire enemies. Rather, they plot the unraveling of their opponents’ plans with an accomplished ease. When the Companions have taken a job, the captains meet and discuss their new assignment, mulling over their foe’s every weakness and taking the deepest pleasure in determining the path the company will take in fulfilling the bargain. They would much rather humiliate their enemy than merely defeat him.

Combat Captains, though more than suited for combat, rarely enter melee, preferring to let their troops do the work for them. This is not to say that captain never enter the fray, it is just that they reserve their appearances for the truly spectacular confrontations, where their presence is pivotal. Captains, when urged to join arms, wade into the fray, swinging their huge sword, and dragging hapless enemies into the chomping mandibles of its chest. A captain’s attacks are considered both magical and evil for purposes of overcoming damage reduction.

A captain is a fierce foe, using his mandibles to tear into his opponent while also demonstrating great skill with martial weapons. Each captain heads a platoon of the company, made This tall, grey figure is encased in some kind of bone armor. of 20 units of 20 footmen and one Its powerful arms are matched by two massive mandibles lieutenant.

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Captains, when granted their office, grow to ten feet tall. They speak Abyssal, Celestial, Common, Draconic and Infernal.

rising out of its chest, like those of a praying mantis. From its mouth extends an impossibly long, barbed tongue that steams with fearsome black spittle.

Command (Ex): As a free action, captains may order lieutenants to order footmen to enter or break a fearsome rage. Ordered lieutenants make this command as a free action as well, unlike when they make the orders themselves. Improved Grab (Ex): To use this ability, the captain must hit an

Gate (Sp): Once per week, a captain can open a gate to Gehenna and call forth 1d4 extra units from his reserves. This ability functions exactly as the spell, except the gate, for the captain, has no XP cost. See the PHB for more details on this spell. Poison (Ex): The captain’s barbed tongue carries a particularly nasty toxin that forces an opponent to attempt a Fortitude save (DC 21) or the poison deals 2d6 points of Strength damage. Ten rounds later, the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 2d6 points of Constitution damage. The save DC is Constitution-based.

Rend (Ex): If the captain manages to get a hold with his tongue attack, he automatically deals 2d8+12 of rend damage as the pincers go to work on the victim, ripping the opponent to pieces. Summon (Sp): Once per day, a captain can automatically summon 20 footmen and one lieutenant. This ability is the equivalent of a 9th-level spell. Stability (Ex): Captains, like all members of the Company, are quite stable when on their feet. Captains gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Confithish

(Mercenary of Envy) Huge Outsider (Daemon, Evil, Extraplanar) Hit Dice: 7d8+28 (59 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 23 (–2 Size, +0 Dex, +15 natural), touch 8, flatfooted 23 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d6+8) Full Attack: Bite +13 melee (2d6+8), 2 slams +8 melee (1d8+4) Space/Reach: 15 ft./15 ft. Special Attacks: Improved grab, envelop, absorb, slime, stench, terrible aspect Special Qualities: Daemon traits, damage reduction 10/bludgeoning and good, immune to fire, polymorph and disease, mindless, regeneration 8, spell resistance 21 Saves: Fort +9, Ref +5, Will +5 Abilities: Str 26, Dex 11, Con 18, Int –, Wis 11, Cha 1 Skills: — Feats: —

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opponent with his tongue attack. If he succeeds, he may immediately start a grapple as a free action without provoking an attack of opportunity.

Environment: Gehenna Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Always neutral evil Advancement: 8-14 HD (Huge), 15-21 HD (Gargantuan) Level Adjustment: — “I just can’t believe he’s getting married before me. Aren’t girls supposed to get married first? Sure, I have four children, but it’s still not fair.” —Lady Tiera When envy takes root in the heart, it consumes the individual, gradually eroding their resolve until they can shoulder it no longer. What begins as a hastily constructed smile when faced with the object of their covetousness soon turns to sharp cutting words spoken under the breath. If the individual cannot contain the feelings of envy, it can eventually lead to completely irrational behavior that undermines their efforts for a normal life. These broken people are so consumed with hate and frustration, they live their days obsessed with what the other has and what they lack. Truly wicked mortals who commit ghastly crimes fueled by their envy are guaranteed to find Gehenna. Many of these individuals wind up in Ulasta’s realm after death, but daemons bring the exceptional ones to the plane early, where they slowly and agonizingly transform them into

confithish. When they reach the Circle of the Great Skull, the undead there torture the victim, implanting hooks and other instruments to release the soul intact, yet keep the body alive. With the soul extracted, it is then fed to Ulasta in her vain effort to transform herself into a living woman. The daemons sculpt the living remains into something artful, to beautify their realm, and so the resultant mass of tissue assumes the appearance of some grotesque mass of muscle and scaly skin.

Once created, the confithish hungers for a soul and prowls the circle in search of victims to consume. Sadly, it can never regain the spirit lost to the Exarch, and at best, it can only absorb the flesh and bone of its victims. From feeding, it consumes the flesh, but lacks the means to pass the bones, collecting them in a translucent cyst This horror seems to be a pillar of bones growing out of the on its back. Old confithish have back of some warped and enormous starfish An odd mouth immense towers of bones heaped extends from its base, snapping blindly at the air. As it upon their shoulders, appearing as horrid amalgamations of the living moves, it leaves a trail of putrescent slime. and the dead.

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Most confithish are somewhere between sixteen and twenty feet tall, though some ancient ones can grow as large as forty feet. Confithish are mindless and so lack a language.

Combat Confithish are direct in their attacks, attempting to grab, envelop and absorb the nearest target first. As it is mindless, it makes no distinction between spellcasters and warriors, sensing only the energy within all living creatures. For the purposes of overcoming damage reduction, the confithish’s natural attacks count as evil. Improved grab (Ex): To use this ability, the confithish must successfully hit a Large or smaller creature with its bite attack, and may start a grapple as a free action without provoking an attack of opportunity. Grappled targets automatically take 1d6 points of acid damage from the confithish’s slime. If it wins the opposed grapple, it may envelop the target on the next round. Envelop (Ex): The confithish may envelop a held target as a full-round action by wrapping its fleshy appendages around it. Once inside, the opponent takes 2d6+8 points of crushing damage plus 1d6 points of permanent Constitution drain each round as the confithish consumes the victim’s essence. An enveloped creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the interior (AC 17). Once the creature exits, the muscular action closes the hole, forcing any other enveloped opponents to hack their own way out. The confithish’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Victims reduced to 0 Constitution are absorbed (see below).

Absorb (Su): Once the confithish has fully enveloped a target and drained all of its Constitution, it absorbs the being into itself, adding the victim’s bones to those already on its back. For every 5 Hit Dice the confithish absorbs, the daemon gains an additional Hit Die. Consult the MM for details on advancing creatures. Absorbed victims are forever lost, short of divine intervention or a wish or miracle. Slime (Ex): The confithish leaves a slime trail when it moves. The slime is highly acidic dealing 1d6 point of acid damage to flesh and other organic materials such as wood, leather and so on. Stench (Ex): Confithish exude a powerful stench of rot and feces. All living creatures within 30 feet of the daemon must succeed at a DC 17 Fortitude save or be sickened for 1d20 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same confithish’s stench for 24 hours. Delay poison or neutralize poison removes the effect from the sickened creature. Creatures immune to poison are unaffected, and creatures resistant to poison receive their normal bonus to their saving throws. Terrible aspect (Ex): The mere sight of this terrible creature fills mortals with fear and loathing. All living creatures with 8 HD or less must succeed a DC 17 Will save or be shaken for 1d8 rounds. The save DC is Constitution-based. Mindless (Ex): Confithish are immune to mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). Regeneration (Ex): A confithish takes normal damage from good aligned bludgeoning weapons, and from spells or effects with the good descriptor.

Crausus

(Whisperer of Envy) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 19 (+4 Dex, +5 natural), touch 14, flatfooted 15 Base Attack/Grapple: +5/+7 Attack: Tongue tendril touch +9 melee (1d4+2 and 1d4 points of Wisdom drain) Full Attack: Tongue tendril touch +9 melee (1d4+2 and 1d4 points of Wisdom drain) Space/Reach: 5 ft./5 ft. Special Attacks: Barbs 1d6 and jealousy, harmonics, spell-like abilities, Wisdom drain Special Qualities: Blind, blindsight 60 ft., daemon traits, damage reduction 5/magic and good, fast healing 2, scent Saves: Fort +5, Ref +8, Will +5 Abilities: Str 15, Dex 18, Con 13, Int 6, Wis 13, Cha 16 Skills: Climb +10, Hide +12, Listen +17, Move Silently +12, Spot +9, Survival +9 Feats: Ability Focus (moan), Weapon Finesse Environment: Gehenna Organization: Solitary, Pack (2-8) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium), 11-15 HD (Large) Level Adjustment: — “Count Vloril decided that if his wife would not remain faithful to him and refuse to return his affections, she would have to be killed. We could all see he was maddened with envy. We tried to stop him, but his guards prevented us from interfering. He beat her to death. With each fall of the fist, her cries abated. Now, while this was awful, Adam swears he heard something else in the winds beyond the castle walls. A kind of hissing laughter… he’s never been the same since.” —A witness’ account of the Murder of Lady Nicole

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Bitterness and jealousy can drive mortals to commit obscene crimes of passion. A former lover who is now in the arms of another or a bitter rival who receives a promotion are just two examples of events which can result in violence committed in envy’s name. When the mortal first feels anxiety over another’s successes, it immediately captures the attention of the crausus, a daemon whose main purpose is to fuel the fires of resentment in the mortal’s heart.

believe that everyone and everything owes him a favor and knows it. The more slights and insults, the more deaths staining his hands, and the more corruption created in his area, the greater the crausus help him, by twisting events and implanting auditory illusions, making the mortal hear what he wants to hear. Crausus are four feet long. They speak Common, Draconic, Abyssal and Infernal.

Combat Crausus use a variety of sonic attacks to destroy their enemies. They prefer to change their harmonics to implant suggestions, turning their foes against one another. Failing that, they grapple their enemies, piercing them with their barbs. For the purposes of overcoming damage reduction, crausus’ natural attacks count as magical. Barbs (Ex): Creatures grappling a crausus take 1d6 points of damage and must make a DC 13 Fort save or be overcome with jealousy. On the following

Confusion: The crausus creates a 30-foot cone of weird, warbling sound forcing all living creatures to succeed at a DC 15 Will save or be confused, as confusion, for 1d3 rounds. Despair: The crausus can target an opponent with a ranged touch attack (+9) that instills feelings of sadness and doubt. Victims struck by this beam must succeed a DC 15 Will save or take a –2 penalty to attack rolls, saving throws, ability checks, skill checks and weapon damage rolls for 1d3 rounds. Spell-like Abilities: At will—major image (DC 16), rage, spider climb, suggestion (DC 16), ventriloquism (DC 14); 1/day—dimension door, greater invisibility. Caster Level 7th. The save DCs are Charisma-based.

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Crausus creep among the shadows round, affected creatures turn on cast by these mortals, whispering their allies and attack them to the This quadruped bristles with sharp spikes protruding from conspiracies and advising rash action. best of their ability. This effect its entire body. Great bat-like ears flank either side of its lasts 1d6 rounds. The save DCs are The constant attention by these Constitution-based. daemons eventually drives mortals to head, while a barbed tongue flicks in and out, tasting the air. act upon their dark impulses, urging Harmonics (Su): Crausus have them to commit unspeakable acts. highly developed vocal chords, When a mortal spreads lies about the allowing them to perform a number object of his ire, the crausus weep with joy. When a mortal confronts his rival, of useful abilities to destroy their enemies. Crausus can use each of the the crausus all gather around the shadow and offer words of encouragement. following abilities once per day. Using the harmonics of their voice is a free And when the mortal kills the rival, the crausus enjoy a great celebration, action. The save DCs are all Charisma-based. before manipulating events in such a way that their pet is captured by the authorities for his crime. Blast: This attack creates a 30-foot line that deals 3d8 points of sonic damage to all those in the area of effect. Said opponents may attempt Malleable mortals, those who are open to the crausus, are beloved by these a DC 15 Reflex for half damage. daemons. The daemons inculcate a deep paranoia in their victim, making him

Wisdom drain (Su): Opponents touched by the crausus’ tongue tendril take 1d4 points of permanent Wisdom drain. Blind (Ex): Crausus are immune to any spells or effects relying on sight. Skills: Crausus gain a +8 racial bonus to Listen checks.

Dömixtrie

(Mercenary of Envy) Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 11d8+55 (104 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 24 (-1 size, +3 Dex, +4 deflection, +8 natural), touch 16, flatfooted 21 Base Attack/Grapple: +11/+21 Attack: Bite +17 melee (1d8+3 plus 1d6 fire plus energy drain/19-20) Full Attack: Bite +17 melee (1d8+3 plus 1d6 fire plus energy drain/19-20), 4 claws +14 melee (2d6+6), Space/Reach: 10 ft./10 ft. Special Attacks: Cackle, energy drain Special Qualities: Daemon traits, fiery sheath, immune to fire, spell resistance 23 Saves: Fort +12, Ref +10, Will +6 Abilities: Str 22, Dex 17, Con 20, Int 8, Wis 9, Cha 14 Skills: Balance +17, Climb +20, Escape Artist +17, Intimidate +16, Jump +20, Listen +13, Search +13, Spot +13, Use Rope +3 (+5 bindings) Feats: Improved Critical (Bite), Improved Initiative, Multiattack, Weapon Focus (Bite) Environment: Gehenna Organization: Solitary, Pair, Gang (3-5 with a spectre overseer) Challenge Rating: 12 Treasure: None Alignment: Always Neutral Evil Advancement: 12-22 HD (Large), 23+ HD (Huge) Level Adjustment: —

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“I did not mean it… I swear! All I did was look at him, really. Then this laughing thing came out of nowhere. No, I don’t know what happened to him. Sure, I guess it’s sad that he’s dead and all, but it’s not like he deserved all of those accolades and women. After all, I did all the work…”

Dömixtrie are nearly nine feet tall, weighing in excess of 500 pounds. They speak Common, Draconic, and Infernal.

—Squire John, after his liege, Sir Gloril, met his death at the hands of some unknown beast.

A dömixtrie uses its cackle attack in an attempt to isolate a few remaining combatants worthy enough to have their souls swallowed by Ulasta. It then enters melee, ripping and tearing at flesh, while draining the living energy from victims through their bite attacks.

The Great Skull, Ulasta, derives the greatest benefit from the proximity of Gehenna to the Negative Energy Plane, as it offers an easy route to build her armies with which she defends her realm. Employing undead culled from the yawning void of darkness, she brings them to her realm as her favored servants, for none are more envious of the living than the dead.

Cackle (Su): Once per hour, a dömixtrie can unleash a chilling laugh that forces all living opponents within 60-feet to attempt a DC 17 Will save or take 1d8 points of sonic damage and become panicked for 1d4 minutes. Deaf creatures and those immune to mind-affecting effects are immune to this supernatural ability.

Many of Ulasta’s most powerful servants are depraved and wicked undead, beings of pure spite and malevolence that desire nothing more than to consume the life of a mortal. Most of the This horrible creature walks on hairy legs and nearly drags horrors serve as commanders of her its arms on the ground. Runes and tattoos in a variety daemons who perform the majority of colors and patterns cover much of its body. The truly of the fighting alongside the lesser undead. The most powerful of these terrible thing is that instead of a head, the creature has a daemons are the dömixtrie—horrific mass of roiling black flames, and in the center of the fire, daemons bred to hold the life-leeching contorted faces can be seen laughing. Just before it attacks, power of the Negative Energy Plane.

the torso rips apart, spraying hot blood into the air, revealing

Energy Drain (Su): Living creatures hit by the dömixtrie’s bite attack gain two negative levels. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. Unlike undead, the dömixtrie gains no bonus hit points for draining an opponents levels. Instead, the Exarch of the Circle of Envy consumes the stolen levels in 24 hours if the victim fails its save to remove the negative levels.

Ulasta employs these mercenaries another two powerful claws. Then, it starts to laugh. to steal and capture the life energies of wicked and jealous mortals and return it to her so that one day she might attain her goals to become a living woman. The dömixtrie, who serve Fiery sheath (Su): The dömixtrie’s head is wreathed in flames. Its bite the commands of the watchers, stand ready to fight and drain away the attack deals an additional 1d6 points of fire damage. energy of living things for their dark mistress.

Evil Twin Template (Whisperer of Pride)

“I have stood at the greatest heights and gazed down upon the world, knowing my place within it. I have bathed myself in the purest waters, and I have come out clean.” —The journal of Dame Isoe Madrigar All mortals are guilty of sin. This is a truth as old as the mortal races. Yet there are those among the mortal races who believe they have cleansed themselves of all wickedness and made themselves into pure beings who are beyond evil. Perhaps some of them are right, but most are mere fools. For even believing such a thing is nearly always a grave act of pride, and it is observed and cheered in the Circle of Pride. When a great mortal, celebrated as a champion of righteousness by her peers, begins to believe herself beyond evil, the forces of pride target her with their whispers. They encourage her thoughts of purity, telling her she has rid herself of the last vestiges of temptation. And the more strongly the mortal believes these whispers, the stronger Gehenna’s hold on her soul. In these cases, a mortal may become so convinced that she is pure that she becomes completely blind to her sins, no matter how obvious they are to others. She becomes a beacon of pride, and may be inhabited by one of the whispering daemons of Gehenna. When this happens, the daemon resides within the mortal, waiting for the perfect moment to reveal itself. When the mortal makes some invocation of her purity, or commits some particularly obvious act of sin without heeding it or feeling the slightest remorse for it, the daemon bursts forth, granting the mortal exactly what she wishes. The daemon can actually split the mortal in half, becoming the living embodiment of all her sins and leaving her a being without sin. To anyone observing, the mortal in question falls over in agony and begins to rip in half, an exact duplicate of her growing from her side and splitting off into an evil twin. When this happens, the evil twin and the mortal split all of her former abilities and power.

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Combat

The evil twin, if it can, flees the scene at once. It possesses all of the mortal’s knowledge and takes it upon itself to ruin the mortal from whom it was born.

This often takes the form of killing or maiming her loved ones, ruining her reputation, and otherwise wrecking havoc in her life. If the mortal kills the evil twin, she regains all of her abilities—and hopefully is wiser for the experience. If anyone other than the mortal from whom the evil twin was born kills it, the abilities are never regained short of divine intervention.

Sample Evil Twin

Medium Outsider (Augmented Human, Daemon, Evil, Native) Hit Dice: 5d8+10 (32 hp) Initiative: +5 Speed: 20 ft. (4 squares) Armor Class: 23 (+1 Dex, +9 +1 full plate, +3 +1 heavy steel shield), touch 11, flatfooted 22 Base Attack/Grapple: +5/+7 Attack: +1 longsword +9 melee (1d8+3/19-20) Full Attack: +1 longsword +9 melee (1d8+3/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Daemon traits, sense twin Saves: Fort +8, Ref +5, Will +3 Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 16 Skills: Bluff +14, Diplomacy +15, Disguise +11 (+13 acting), Hide –3, Intimidate +13, Listen +7, Sense Motive +7, Spot +7 Feats: Great Fortitude, Improved Initiative, Skill Focus (Bluff)B, Weapon Focus (longsword)B Environment: Gehenna Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always Neutral Evil Advancement: By character class Level Adjustment: —

In a horrific sound of tearing and screaming, the noble falls to the ground, his body arched in pain. Pulling itself out of his flesh is an exact copy of the arrogant lord, cackling with laughter and glee.

Human Ari 8: CR 7; HD 8d8+16; hp 52; Init +5; Spd 20 ft., AC 23 (+1 Dex, +9 +1 full plate, +3 +1 heavy steel shield), touch 11, flatfooted 22; BAB +6; Grp +8; Atk +1 longsword +9 melee (1d8+3/19-20); Full Atk +1 longsword +9 melee (1d8+3/19-20); AL NE; SV Fort +6, Ref +3, Will +5; Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 16 Skills and Feats: Bluff +17, Diplomacy +18, Disguise +3 (+5 acting), Intimidate +5, Listen +10, Sense Motive +10, Spot +10; Great Fortitude, Improved Initiative, Skill Focus (Bluff), Weapon Focus (longsword).

their twin’s spell books.

of them except for ones with the good descriptor. If the base creature had levels in a spell-casting class, the evil twin likewise has access to these spells, albeit as a caster whose level equals the evil twin’s Hit Dice. Evil twins know all the same spells as the base creature and will often steal

Special Qualities: An evil twin has all the same special qualities as the base creature, including any derived from character classes. In addition, the evil twin has daemon traits, as defined on page 85. Sense Twin (Su): Evil twins always know the direction their twin lies and the distance between them, although the same is not true for the base creature. The knowledge extends to anywhere on the Material Plane, although not on any Inner or Outer Planes.

Possessions: +1 full plate, +1 heavy steel shield, +1 longsword, 5,250 gp

Combat This evil twin plots to discredit and destroy his former host. If encountered in combat, it fights recklessly, leaving itself exposed and open to attacks, and fighting to the death, with no regard for itself. If it defeats a foe, it likes to keep its enemies alive to torture.

Abilities: The evil twin has all of the same abilities as the base creature.

Sense Twin (Su): Evil twins always know the direction their twin lies and the distance between them, although the same is not true for the base creature. The knowledge extends to anywhere on the Material Plane, although not on any Inner or Outer Planes.

Skills: The evil twin gains skill points as an outsider and has skill points equal to (8 + Int modifier) X (HD + 3). The evil twin may select skills of the base creature as class skills, with all other skills as cross-class skills. The evil twin may not exceed the ranks the base creature devoted to a particular skill. Any levels the evil twin attains after its creation are determined normally.

Creating an Evil Twin As evil twins lack form prior to their growth out of the base creature, they have no statistics outside of those conferred by the base creature. Evil twins target prideful humanoids and monstrous humanoids exclusively and seize one-half of the base creature’s experience points for their own. The stolen XP determines the evil twin’s “level,” while reducing the effective level of the base creature in the form of negative energy levels. If the evil twin dies by any hand or circumstance other than the base creature, the negative levels are permanently lost. Otherwise, if the base creature vanquishes its evil twin, the negative levels are lifted and stolen XP returns. Consult the DMG for details on negative levels.

Saves: The evil twin makes saving throws as an outsider, effectively having good saving throws for all three.

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This example uses an 8th-level human aristocrat as the base creature.

Feats: The evil twin gains all of the feats of the base creature. Feats gained in excess of those awarded by its Hit Dice count as bonus feats. Challenge Rating: Equal to the base creature’s ECL (if a PC) or CR if NPC. Alignment: Always neutral evil Level Adjustment: —

An evil twin uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The evil twin is an outsider of the same size as the base creature. In addition, it gains the daemon, evil and native subtypes. Hit Dice: The evil twin has a number of Hit Dice equal to the level a character would ordinarily attain through the experience points stolen from the base character. So, a daemon having stolen XP enough for a 5th-level character has 5 Hit Die. Evil twins typically have average hit points per

die.

Speed: Evil twins move at the Speed of the base creature, and gains all other types of movement enjoyed by the base creature. Armor Class: The evil twin gains any natural armor bonuses of the base creature. Attack: The evil twin fights as a fighter, regardless of the base creature’s class, having a base attack bonus equal to its Hit Dice, though it gains all the weapon proficiencies of the base creature and typically employs the same combat techniques as the base creature. Unless the base creature has natural weaponry, Improved Unarmed Strike, or a class ability replicating the feat, its unarmed attacks only deal subdual damage and will provoke an attack of opportunity. Full Attack: As with a standard attack above, the evil twin relies on weaponry, unless the base creature provides access to natural weaponry. Special Attacks: The evil twin gains all special attacks of the base creature including special attacks awarded by the base creature’s character classes, but only at a level equaling the evil twin’s Hit Dice. If the base creature had spell-like abilities, the evil twin has access to all

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Faces of the Great (Mercenary of Pride) Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 26 (–1 Size, +2 Dex, +15 natural), touch 11, flatfooted 24 Base Attack/Grapple: +10/+21 Attack: Large +2 falchion +19 melee (2d6+12/18-20) Full Attack: Large +2 falchion +19/+14 melee (2d6+12/18-20) Space/Reach: 10 ft./10 ft. Special Attacks: Cohort, divided mind, rebuke undead, spell-like abilities, spells, spontaneous casting Special Qualities: Daemon traits, damage reduction 10/cold iron and good, telepathy 120 ft., thrall to Gravicarius, undisciplined Saves: Fort +11, Ref +8, Will +11 Abilities: Str 25, Dex 14, Con 21, Int 26, Wis 20, Cha 24 Skills: Appraise +8 (+10 alchemical objects), Climb +19, Concentration +17, Craft (alchemy) +20, Decipher Script +20, Diplomacy +21, Intimidate +19, Jump +19, Knowledge (arcana) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +17, Spellcraft +22, Spot +17, Survival +1 (+3 avoid getting lost, +3 on other planes) Feats: Blind-FightB, CleaveB, Combat CastingB, Combat Expertise, Empower SpellB, Improved InitiativeB, LeadershipB, Maximize Spell, Persuasive, Power AttackB, Scribe ScrollB, Weapon Focus (falchion) Environment: Gehenna Organization: Solitary, Pair, Court (3-6) Challenge Rating: 15 Treasure: Double standard Alignment: Always Neutral Evil Advancement: 10-18 HD (Large), 19-27 HD (Huge) Level Adjustment: — “By our proclamation, you live. By our proclamation, you die. It is by our will and by our grace that you wake and rest. All that you have is ours, kept by you only so long as it pleases us.” —The Laws of King Neborn VIII Mortals seek power—this is their ancient failing. Once they have it, they do not let it go and, more often than not, they begin to abuse it, believing that they have their power by divine will, or because they are indeed greater than all other mortals and more deserving of power than anyone else. Nowhere is this axiom more evident than in the decrees and laws of kings, lords and rulers who have come to believe, through their pride, that they are more than mere mortals. When a lord behaves as though his subjects are mere agents of his will, when he forgets that all mortals, even his basest vassals, are possessed of unbreakable rights granted all mortals by the gods, he has descended into the worst sort of pride. These lords and great personages are observed by the watchers of the Circle of Pride, and marked as their own. Upon the death of these men and women, many are consigned for their sins of pride to the central circle of Gehenna. There they are punished and made useful servants all at once. Gravicarius holds their souls and collects them until he has enough to construct one of the faces of the great. Made from the limbs and heads of at least three such mighty lords, these daemons are eternally consigned to struggle with themselves, impotently commanding themselves to perform the most basic of functions. All of the lords that make up one of the faces of the great believe themselves to be greater than the others. But the creature can do nothing unless all of its parts agree. So the many heads of the daemon spend their days issuing proclamations to the other heads, which are ignored or responded to with equally imperious decrees.

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However, at Gravicarius’ command, the faces of the freat are compelled to obey. When all of the daemon’s parts work in concert, they are indeed

formidable. Made up as they are of the strength and minds of mortals who ascended to the heights of power in life, one of these daemons is able to bring to bear the mystical and physical might of three powerful mortals. Sometimes Gravicarius sends them to the Material Plane to perform his bidding, but most often they are reserved to fend off invaders from other circles or as agents in the eternal war between Heaven and Hell. The faces of the great are usually nine feet across, compacting the body parts of three people. They speak Infernal, Abyssal, Common and the native tongues of the lords from whom they are constructed.

Combat Almost all of the faces of the great combine powerful figures of the fighter, wizard and cleric classes, for the concert of their abilities, at least when commanded by Gravicarius, combine to present a formidable threat to any who would oppose the Exarch or thwart his plans. The Exarch of Pride may sometimes combine ranger lords, unholy warriors, druids, or even sorcerers, depending on the availability and nature of the acquired rulers. The independent natures of the three damned spirits allow the creature to cast multiple spells in a round and still attack with a large melee weapon. Nevertheless, their divided nature, the ceaseless arrogance, and their idealized sense of self-importance often retards their ability to stand as a significant threat unless under orders of their Exarch. For the purposes of overcoming damage reduction, all natural attacks and attacks made with weapons by the faces of the great count as both magical and evil. Cohort (Ex): Almost all faces of the great have in their service a cohort of one level lower than the faces’ hit dice. In most cases, this cohort is an unholy warrior, though any evil character of the same level could qualify. This cohort suffers the faces’ contradictory orders, and finds his time filled with running errands, collecting tribute from suffering souls and any other number of menial activities. Considering the faces’ fickle nature, it is uncommon for the faces of the great to be in the company of their cohort. See the DMG and Unholy Warrior’s Handbook for details on cohorts and unholy warriors, respectively. Divided mind (Ex): Each of the personalities in the faces of the great may act independently of the other personalities sharing the collective body, though they are all contained in the same form. Therefore, each round, one personality may take a full-round action or a standard action and a move action, or a double move action, while the remaining two personalities may take standard actions.

This creature appears to be constructed from the heads and limbs of many humanoids, each face it reveals appearing haughtier than the last.

Rebuke undead (Su): Faces of the great can rebuke undead as a 10thlevel cleric up to 10 times a day, with a +2 synergy bonus to rebuke undead checks. If the faces of the great lacks the personality of a cleric, the daemon loses this ability. See the PHB for rules on turning and rebuking undead. Spell-like Abilities: At will—align weapon, enthrall, greater command (DC 22), protection from good, see invisibility, unholy blight (DC 21), unholy aura (DC 25); 1/month—geas/quest. Caster Level 10th. The save DCs are Charisma-based. Spells: The faces of the great casts arcane and divine spells as a 10th-level wizard and cleric respectively. Faces of the Great do not gain access to Domain spells or domain abilities.

Typical Arcane Spells Prepared (4/6/6/5/5/4; DC 18+ spell level): 0—detect magic, guidance, read magic, resistance; 1s —chill touch, expeditious retreat, magic weapon, ray of enfeeblement, shield, true strike; 2nd—bear’s endurance, blur, bull’s strength, fox’s cunning, owl’s wisdom, protection from arrows; 3rd—dispel magic, fireball, haste, keen edge, lightning bolt; 4th—dimensional anchor, empowered scorching ray, greater invisibility, lesser globe of invulnerability, maximized magic missile; 5th—dominate person, major creation, mind fog, waves of fatigue Typical Divine Spells Prepared (6/6/5/4/4/3; DC 15 + spell level): 0—cure minor wounds, detect magic, guidance, read magic, resistance (x2); 1st—command, cure light wounds, divine favor, doom, entropic shield, shield of faith; 2nd—aid, darkness, hold person, silence, sound burst; 3rd—bestow curse, blindness/deafness, dispel magic, invisibility purge; 4th—cure critical wounds, divine power, poison, summon monster IV; 5th—dispel good, flame strike, slay living. Spontaneous Casting: The faces of the great may convert prepared divine spells to inflict spells as evil clerics. See the PHB for details on spontaneous casting.

Thrall to Gravicarius (Su): When acting under direct orders of Gravicarius, the thrall never has to make undisciplined checks.

Undisciplined (Ex): The faces of the great are prone to dissolving into useless bickering, as each commands the other entrapped personalities to some contradictory course of action. Each round in combat, the faces of the great must attempt a Concentration check against a DC 25 + the number of rounds of combat. On a successful check, the faces of the great acts normally. On a failed roll, however, the faces of the great must roll on the following table.

Undisciplined Roll

Result

1-3

Faces of the great spends the round arguing with itself. Two of the three aspects of the faces of the great pouts for the round. Roll randomly to see which aspect functions normally: 1-2 warrior, 3-4 wizard, 5-6 cleric) One of the three aspects of the faces of the great pouts for the round. Roll randomly to see which aspect functions normally: 1-2 warrior, 3-4 wizard, 5-6 cleric) Faces of the great acts normally for this round

4

5

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Hence, the faces of the great may take a charge action, while casting a spell and using a spell-like ability, all in the same round.

If the roll results in inaction from one or more of the aspects, the attack (spells or melee) governed by the inactive aspect are unavailable for that round. In addition, the number of standard actions the faces of the great can take in a round falls as well, as the controlling personality spends the round sulking or arguing.

Fair One

(Watcher of Envy) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 10d8 (45 hp) Initiative: +9 Speed: 40 ft. (8 squares), fly 60 ft. (good) Armor Class: 15 (+5 Dex), touch 15, flat-footed 10 Base Attack/Grapple: +10/+11 Attack: Sting +15 melee (1d6+1 and poison) Full Attack: Sting +15/+10 melee (1d6+1 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, skin swap, spell-like abilities Special Qualities: Daemon traits Saves: Fort +7, Ref +12, Will +6 Abilities: Str 13, Dex 21, Con 11, Int 14, Wis 8, Cha 16 Skills: Climb +14, Craft (leatherworking) +18, Escape Artist +18, Hide +20, Knowledge (the planes) +15, Listen +12, Move Silently +20, Open Lock +18, Search +15, Spot +12 Feats: Improved Initiative, Skill Focus (Craft [leatherworking]), Stealthy, Weapon Finesse Environment: Gehenna Organization: Solitary, Pair, Nest (3-12) Challenge Rating: 8 Treasure: None Alignment: Always neutral evil Advancement: 11-20 HD (Medium), 21+ HD (Large) Level Adjustment: —

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“He had always known his form was loathsome, always hated the pretty dandies who walked by his shop each day exchanging pleasantries with the ladies. But it was not until the fair ones came to aid him that he knew even something as petty as envy has power in this world.” —An Account of a Murder, the Great Sage Yvkin In the Circle of Envy these repulsive creatures congregate around the dark shadows cast by mortals who harbor envy of the physical beauty of their neighbors. Whenever an ugly mortal curses the fine features of a more fortunate mortal, he is indulging in the sin of envy.

These daemons are sneaky types, less inclined to a direct fight. In fact, the only time they make an appearance on the Material Plane is in response to a prayer. When the fair one strikes, it is to incapacitate their victim to ensure the skin remains intact for swapping with the other creature. If met by a significant threat, the fair one leaves for a while, returning later with additional help.

Poison (Ex): Fair ones deliver a powerful paralytic poison through their stinger. Victims of the sting attack The fair ones, who are made of must attempt a Fortitude save (DC A hideous creature with the head of a vulture and the abdomen of the ugliest parts of the Material 15) or the venom deals 2d6 points Plane’s worst creatures (the head of Dexterity damage. 10 rounds an insect, every aspect of its warped body is revolting, save its of a vulture, the wings of a bat, the later, the victim of the attack must eyes, which gleam with intense desire. legs of a spider, the abdomen of attempt a second Fortitude save (DC a wasp), delight in these displays, 15) or be paralyzed for 1 hour. The though their delight takes an odd fair one’s poison simply paralyzes the form. They wail and cry at every envious utterance of the Material Plane’s victim and does not render the target unconscious, though many wish they hideous inhabitants, feeling that envy for beauty themselves. But in their were. circle, raw envy is delight, and sometimes that joy becomes too great. Skin Swap (Su): Once they incapacitate the victim, or at least mostly When a mortal’s envy for another’s beauty grows so great that it might burst incapacitate, the fair one gets to work, stripping the skin from the target in from his chest, he may pray to be made fair. Sometimes a fair one made flesh preparation for the swap. Fair ones must attempt a Craft (leatherworking) will answer his prayers. A fair one so summoned will track down the object of check against a DC 10 + ½ victim’s HD or level + the victim’s Cha modifier. the envy—the beautiful man or woman—and will shadow her invisibly until it If the fair one succeeds, it successfully rips the skin from the body. If it fails, knows how best to catch her unawares. it mangles the flesh to such a point that it feels that the effort was wasted and departs for Gehenna. Once the fair one removes the skin, it vomits a thick When ready, the fair one (or fair ones—sometimes a group will come if the envy paste, which it uses to preserve the paralyzed prey. The paste lasts for 1d4 is strong enough) will spring on its quarry, its goal being to skin the beautiful hours, keeping the skinless creature alive for the duration. At the end of this mortal alive. If a complete skin is recovered, the fair one will then bring it to the time, if the fair one does not return with the new skin, the victim immediately ugly mortal. This one it will skin as well and then it will “switch” the skins, giving falls to -1 hit points and starts to die. the beautiful mortal the skin of the ugly one and vice versa. This completed, it returns to Gehenna to further observe the ways of mortal desire. Spell-like Abilities: Fair ones may use the following spells at will—confusion (DC 17), darkness, deep slumber (DC 16), invisibility, plane shift (self only), Fair ones are about five and a half feet long, with a wingspan of six feet. They regenerate and unholy blight (DC 17). The save DCs are Charisma-based. speak Abyssal, Common and Infernal.

The Feasting (Mercenary of Gluttony)

Tiny Outsider (Evil, Extraplanar, Swarm) Hit Dice: 8d8+8 (44 hp) Initiative: +3 Speed: 15 ft. (3 squares), Climb 15 ft. Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flatfooted 16 Base Attack/Grapple: +8/— Attack: Swarm (2d6 plus wounding) Full Attack: Swarm (2d6 plus wounding) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, wounding Special Qualities: Damage reduction 5/good, darkvision 60 ft., half damage from slashing and piercing weapons, hive mind, swarm traits Saves: Fort +7, Ref +9, Will +6 Abilities: Str 3, Dex 17, Con 12, Int 5, Wis 10, Cha 1 Skills: Climb +22, Hide +18, Listen +11, Move Silently +18, Spot +15 Environment: Gehenna Organization: Solitary (1 swarm), Pair (2 swarms), Doom (3-12 swarms) Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: —

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“The beast was defiant, its corpulent form shining grey in the moonlight. ‘None of you can hope to stand before me!’ it cried. Foolishly, Farggin disagreed. He cleaved into its horrid belly with the blade blessed by the White Lady, may her mercy shine upon us. The beast fell backwards and we thought ourselves triumphant. And then they burst forth from the wound. Thousands of them, eating into Farrgin’s flesh and bone, the horrible grinding of their teeth the only sound any of us could hear.” —The Defense of Hightower, Beneficent Sister Oiganna Merryweather

Somewhat like a spider, this eight-legged creature is covered in chitin, spikes protruding from what might be its head and tail. On its underside are several mouths with fantastically sharp teeth.

But Yungo and his more powerful servants can no longer digest what they consume. For too many years they have feasted on their own dross, ruining themselves. For this reason, the Feasting were brought to the circle. These parasites live within Yungo’s stomach and the endless miles of his intestines. There they eat the half-digested food (and the still-living unfortunate creatures) recently swallowed by their master. The Feasting also reside in the bellies of Yungo’s greater servitors. When in battle, these daemons will sometimes vomit up a horde of these creatures all over their foe. The Feasting exist to consume everything they touch, and are able to tear apart a medium-sized creature in under a minute. It is for this reason that demons and devils steer clear of the Circle of Gluttony. One of the Feasting is only six inches long. However, they are never seen in numbers less than twenty. They do not speak, but understand Abyssal and Infernal.

Combat

The feasting surrounds and attacks any living creature it encounters, recognizing it as a food source. This swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. A feastings swarm attack is considered both magical and evil for purposes of overcoming damage reduction. Distraction (Ex): Any living creature that begins its turn in a square also occupied by a swarm must attempt a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Wounding (Su): Every round the swarm deals hit point damage to a target, an additional 1 point of temporary Constitution damage is suffered by the victim. Hive mind (Ex): As long as the swarm has one hit point per Hit Die (8 hit points) remaining it forms a hive mind, providing an Intelligence of 5. When this swarm’s hit points fall below 8, it becomes mindless. Skills: The feasting gains a +8 racial bonus to Climb checks, and a +4 racial bonus to Hide, Move Silently and Spot checks.

Flabule

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The eternal war between Hell and the Abyss rarely reaches the Circle of Gluttony, which is taken up by the swollen body of Yungo, its Exarch. Within his belly, and on his filthcaked body slick with his secretions, the residents of the circle consume, regurgitate, and re-consume what they have regurgitated.

(Mercenary of Gluttony) Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 28 (–1 size, +1 Dex, +18 natural), touch 10, flatfooted 27 Base Attack/Grapple: +12/+16 Attack: Claw +11 melee (1d6) Full Attack: Claw +11 melee (1d6), Stinger +6 melee (1d6 plus poison), 9 tentacles +6 melee (1d6) Space/Reach: 10 ft./10 ft. Special Attacks: Paralytic field, poison, consume, feasting, death throes Special Qualities: Daemon traits, damage reduction 10/cold iron and good, immune to polymorph, petrification and critical hits Saves: Fort +12, Ref +9, Will +8 Abilities: Str 11, Dex 12, Con 19, Int 2, Wis 11, Cha 1 Skills: Listen +15, Search +11, Spot +15, Survival +15 Feats: Ability Focus (poison), Diehard, Endurance, Toughness, Track Environment: Gehenna Organization: Solitary Challenge Rating: 15 Treasure: Standard Alignment: Always neutral evil Advancement: 13-24 HD (Large), 25-36 HD (Huge) Level Adjustment: — “Let the flabules come and steal your favored parts!” — Ancient curse The slavering mouths are a bed of disease and rot, with bits of flesh cobbled together and writhing in insane torture. Despite Yungo’s and his daemonic minions’ meticulous feasting, these cast-off bits of flesh can be a nuisance. In answer to the growing detritus, Yungo awakened the fatty tumors growing in his own body and filled them with feastings. Disgorging them onto the mounds of his own flesh, he commanded them to clean up his realm, and retrieve those meals that somehow have escaped.

So it was that the flabules were created. Now they roam the crannies and crevices of Yungo’s body, searching for hidden meals—mortals that have escaped his gullet. Once found, the flabules then consume their findings. The more they consume the bigger they get, until such time that they are full of imploring victims. The flabule then waddles back to one of Yungo’s many maws, where the Exarch’s black prehensile tongue lolls out and scoops up the flabule, crushing it between its rotted teeth and spilling foul fluids and bits of the feasting down into the sea of digestion within him.

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Flabules have little in the way of independent will, and actually enjoy their work of gathering up the missing meals for themselves, thanks to their inner hunger imprinted by Yungo. No flabule is aware of its fate, though when their day of reckoning does arrive, they deem it an honor to be devoured by their god. Occasionally, a flabule winds up in the Material Plane, where it feeds and feeds, growing larger and larger until such time that it bursts, unable to make it back to its foul master.

Poison (Ex): The flabule’s stinger carries a potent toxin that wreaks havoc with a victim’s nervous system. Creatures struck by the flabule’s stinger must succeed at a DC 20 Fortitude save or take 2d6 points of temporary Dexterity damage. Ten rounds later, the victim of this attack must make a second saving throw against the same DC or take an additional 2d6 points of Dexterity damage. The save DC is Constitution-based.

Consume (Ex): Once a flabule successfully paralyzes its opponent, it waddles on top of him and affixes its sucker-like mouth onto it. With a tremendous slobbering noise, the flabule draws the victim entirely inside itself. Once inside, the feasting (see page A great mound of flesh scuttles forward on crab-like legs. 100) inside swarms over the body, Flabules are terrifically unimpressive devouring the paralyzed subject. As Extending from its body are small tentacles that end in in combat, as they are best suited to there is no air inside the fluid-filled pincer-like claws. A great arm braches out from somewhere capturing and consuming helpless sac, the victim is also subject to near its base, while another appendage ends in a stinger. As targets. To aid them in their defense, drowning (see DMG for details). If it moves, you clearly see faces and hands pressing against the they employ their paralytic field in somehow the victim overcomes his the hopes of neutralizing their foes. paralysis while in the flabule’s sack, flesh from inside the cyst-like body. They attack the remaining opponents it can cut its way out by using a light using their full-attack routines to slashing or piercing weapon to deal drive off or paralyze the rest. Once 25 points of damage to the gizzard combat concludes, the flabule settles over the bodies and begins to consume (AC 19). Once the creature exits, the muscular action closes the hole; another them. For the purposes of overcoming damage reduction, the flabule’s attacks swallowed opponent must cut its own way out. The flabule’s interior can hold 2 count as magical. Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Flabules stand some ten feet tall. They understand, but do not speak, Infernal and Abyssal.

Combat

Paralytic field (Su): Flabules emit a subsonic field that paralyzes living creatures within 30 feet. All creatures within the affected area must succeed a DC 20 Will save or be paralyzed for 1d4+6 minutes. Elves and other creatures immune to paralysis are likewise immune to this ability. The save DC is Constitution-based.

Feasting (Ex): The flabule contains one feasting if it is size Large. Larger flabules have an additional feasting per size category above Large. Death throes (Ex): If the flabule falls to –10 hit points or less, the feasting erupts from within, starting in one of the spaces the flabule formerly occupied. The feasting attacks the nearest living opponent.

Furtivin

(Mercenary of Greed) Small Outsider (Daemon, Evil, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 size, +5 Dex, +1 natural), touch 16, flatfooted 12 Base Attack/Grapple: +2/–2 Attack: Slam +3 melee (1d3) Full Attack: Slam +3 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Daemon traits, evasion, fast healing 1 Saves: Fort +4, Ref +8, Will +2 Abilities: Str 11, Dex 20, Con 13, Int 12, Wis 9, Cha 6 Skills: Balance +12, Climb +0 (+2 rope), Escape Artist +5 (+7 ropes), Hide +14, Jump +7, Move Silently +10, Open Locks +10, Search +6 , Sleight of Hand +12, Tumble +12, Use Rope +12 Feats: Deft Hands Environment: Gehenna Organization: Solitary, Pair, Team (3-6) Challenge Rating: 1 Treasure: Standard Alignment: Always Neutral Evil Advancement: 3-6 HD (Small) Level Adjustment: — “I didn’t steal your gold, honest! It was those daemons. I mean, how did you think Mytaxx got all that gold anyway?” —Freydor the Mad to a Watcher of Greed

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Mytaxx’s wealth is legendary. It is said he possesses enough treasure to buy entire nations and that, if put in a pile, would weigh more than all the whales in the seas combined. So vast are his riches, it is also believed that anyone looking upon his hoard would be struck blind in awe. Mytaxx has always had a considerable fortune at his disposal, but, being the Exarch of Greed, he lusts for more. In an effort to sate his hunger for more wealth, he created the furtivin, a race of daemonic thieves, whose sole purpose is the procurement of wealth for their master. The furtivin sneak into the Material Plane, stealing as much as they can carry before returning to their master in Gehenna. They prowl the cities, from the back

This small creature appears to lack any physical weaponry, though its eyes belie its innocent curiosity.

While not physically powerful, these daemons are experts at their craft, able to bypass most traps, locks and guards better than many mortal rogues. Despite their skill at thievery, great numbers of these daemons fail, being overpowered by mortals canny enough to catch the fiendish knaves in the act of robbery. Those caught are sometimes compelled to serve mortal masters, using their skills to acquire rare and heavily guarded treasures. In the end, the life of a furtivin is short and usually comes to a violent end by an outraged mortal. Furtivin stand between two and a half to three feet tall. They speak Common, Elven, Halfling, Gnome, Draconic and Abyssal.

Combat

Furtivin are not combatants. If confronted, they use their spell-like abilities to make a quick getaway. If they are injured during a successful escape, the furtivin develops a grudge, continuously trying to steal from the person that inflicted the wound upon them.

Spell-like Abilities: At will—cause fear (DC 12), invisibility, knock, lesser confusion (DC 12); 1/day—dimension door. Caster Level 3rd. The save DCs are Intelligence-based. Evasion (Ex): Furtivin can avoid magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Furtivin can only use evasion if not wearing any armor, and gain no benefit from this ability if rendered helpless.

Glomeray

(Whisperer of Pride) Medium Outsider (Daemon, Evil, Extraplanar)

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alleys to the palaces of the wealthy, caring not whom they deprive, striking the rich and poor alike for their coin. The layman attributes the daemon’s thefts to overzealous thieves’ guilds, though a few thaumaturgists and demonologists know the truth.

Hit Dice: 4d8+8 (26 hp) Initiative: +8 Speed: Fly 80 ft. (average) Armor Class: 16 (+4 Dex, +2 natural), touch 14, flatfooted 12 Base Attack/Grapple: +4/+5 Attack: Bite +5 melee (1d8+1/19-20) Full Attack: Bite +5 melee (1d8+1/19-20), 2 claws +0 melee (1d4), tail +0 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Drone, spell-like abilities Special Qualities: Daemon traits, dazzling colors, tongues Saves: Fort +6, Ref +8, Will +5 Abilities: Str 13, Dex 18, Con 15, Int 18, Wis 13, Cha 16 Skills: Appraise +11, Bluff +10, Concentration +9, Diplomacy +12, Escape Artist +11, Intimidate +12, Knowledge (any four) +11, Listen +5, Spot +4, Use Rope +4 (+6 with bindings) Feats: Flyby attack, Improved Initiative Environment: Gehenna Organization: Solitary, Pair, Flock (4-16) Challenge Rating: 3 Treasure: Standard Alignment: Always neutral evil Advancement: 5-8 HD (Medium), 6-12 HD (Large) Level Adjustment: — “We should be proud of our achievements, our status and our wealth. Without pride, there is nothing else. So, to preserve our accustomed way of life, we must destroy any nation that stands in the way of our deserved glory.” —King Walgdon addressing his people. Braggarts are common in any society. Many see themselves as the best their rightful place in their societies. Simple pride in one’s work is nothing if no culture can create, fully versed in a number of languages, skills, or the best at one knows how good you really are. Of course, boasts and bragging tend to a particular profession or some other role. Mortals can be gratuitous in their isolate these individuals, as other mortals rarely suffer such behavior for long. display of wealth and privilege, while With their isolation, the glomeray others wear scandalous clothing seize more control over these to reveal their perfect bodies. mortals, further alienating them from Regardless of how pride manifests, Soaring through the air is a colorful, chattering insect-bird others, until such time that despair the glomeray love these mortals best. hybrid that flies on translucent wings that beat so rapidly sets in. The glomerays feel they have The glomeray encourage bad they are difficult to see. Extending from its torso is a long done their jobs well, when the mortal behavior by clustering around the commits suicide. barbed tail that’s spilling hot venom onto the ground, where shadows cast in their circle. They it smokes when it hits. It has two alien eyes that seem Glomeray rarely venture to the urge them to be proud of their Material Plane, for they believe watchful of everything around. accomplishments, to bask in their that their beauty would undermine achievements and to take their

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their purpose and overshadow the minor successes of their chosen sinners. So, they content themselves with watching from afar. If summoned to the Material Plane, they are arrogant and petty, epitomizing the corruption of excessive pride. Glomerays are five feet long, including their beautiful tail. With their tongues ability, they can speak and understand all languages.

Combat Glomerays use spell-like abilities and speed to defeat their enemies. They enjoy exulting in their victories, and often torment their opponents by engaging them in long discussions about the history of Gehenna and their pivotal role in it, while pulling their foes apart. They avoid “to-thedeath” conflicts by flying away if outnumbered, counting the experience as instructional.

Spell-like Abilities: 2/day—charm person (DC 15), color spray (DC 15), dancing lights, hypnotic pattern (DC 16), hypnotism (DC 15). Caster Level 4th. The save DCs are Intelligence-based. Dazzling colors (Ex): The glomeray’s exoskeleton reflects light in a dazzling display, making it hard to watch for long. Opponents suffer a 10% miss chance to all attacks made against it and take a –1 penalty on attack rolls while looking at this daemon.

Harbinger of Vengeance (Whisperer of Wrath) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 8d8+16 (52 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20 Base Attack/Grapple: +8/+12 Attack: Claw +12 melee (1d6+4 and Infuriating Touch) Full Attack: 4 claws +12 melee (1d6+4 and Infuriating Touch), bite +10 melee (2d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Decapitate, infuriating touch, spell-like abilities, Special Qualities: Daemon traits, damage reduction 10/magic, sniff mercy, spell resistance 20 Saves: Fort +8, Ref +8, Will +6 Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 11, Cha 16 Skills: Climb +15, Intimidate +14, Jump +15, Knowledge (the planes) +10, Listen +11, Spot +11, Survival +11 (+13 on other planes) Feats: Improved SunderB, Multiattack, Power Attack, Track Environment: Gehenna Organization: Solitary, Pair, Gang (4-12) Challenge Rating: 9 Treasure: Standard Alignment: Always Neutral Evil Advancement: 9-16 HD (Medium), 17+ HD (Large) Level Adjustment: — “Your family is dead, murdered by that villainous cur. They will breathe no more! Yet his family still walks, still laughs and sings. Blood demands blood. The debt must be paid.” —The whispers of the Harbingers of Vengeance When one thirsts for violent revenge for some profound wrong (the murder of a loved one, a deep personal humiliation, etc.), the harbingers of vengeance take note. They can see the fire that burns in men’s bellies for revenge, and they stoke that flame, whispering that revenge is not only a right, but also an imperative that must be fulfilled. The harbingers move men to kill the children of those who killed their own children. If a member of a northern tribe hurts a member of a southern tribe, the harbingers are there, telling the southerner that all northerners must pay.

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Drone (Ex): The beating of the glomerays’ wings creates an irritating distraction that confuses lesser opponents and serves as a mere distraction for their more powerful enemies. All foes within 50-feet of a glomeray must succeed a DC 16 Will save or be confused for as long as they remain in the area of effect. Those who succeed their saves take a –1 penalty to all attack rolls, skill checks and saving throws while in the area. Blocking one’s ears allows the target to attempt an additional saving throw against the effect at a +2 circumstance bonus. The save DC is Dexterity-based.

When a mortal who has been profoundly wronged has the person who committed the crime against him at his mercy, it is a rich time for the

harbingers. They begin shouting at the mortal to strike—to maim or kill the foe in payment for the pain and suffering they have caused. Usually, they are heeded; mortal souls are weak, and revenge is their most easily and commonly committed sin. Harbingers are happy in their duty and richly successful, the envy of the seven circles for the ease of their task. Yet there is one thing that moves them to an unspeakable fury and a desire for revenge of their own: mercy. When a mortal is in that moment of revenge, his shadow being yelled at by the Harbingers, and he decides not to strike, but to forgive, it so infuriates these creatures that they are sometimes known to journey into the prime to take revenge themselves. They will first hunt down the criminal who was forgiven and commit unspeakable acts to exact the vengeance that was improperly denied. Then they seek the merciful mortal out to pull the weakness of mercy from his soul with their hands. They will not rest until they have succeeded in destroying both victim and criminal or until they themselves are destroyed.

Ridge-backed and lizard-like, this long creature has four powerful arms and four legs. Its most prominent feature is its humanoid head, permanently fixed with a wild look of rage.

Harbingers of vengeance are about six feet long. They speak Common, Elven, Dwarven, Gnome, Halfling, Infernal and Abyssal.

Before entering combat, harbingers of vengeance sniff the air to detect the scent of mercy extended or granted among their foes. Once it identifies the culprits, it attacks using its horrific natural weapons when able to and relying on its spell-like abilities only when pressed. For the purposes of overcoming damage reduction, the harbingers of vengeance’s natural attacks, and attacks made with weaponry, function as if they were magical. Decapitate (Su): As a full-round action, a harbinger of vengeance can pull the head off a helpless or dead humanoid opponent that it threatens. If the target was not yet dead, it dies after this attack, with no saving throw. Unlike a coup de grace action, this attack does not provoke an attack of opportunity. On the following round, the daemon crushes the head in a spectacular display of sprayed bits of brain tissue and bone fragments. Victims of this attack that are later restored to life must attempt a DC 16 Will save or have their

alignment permanently shift one-step towards evil. Alignments shifted in this manner are restorable to the original alignment through atonement or greater magic. The save DC is Constitution-based. Infuriating Touch (Su): Living creatures struck by a harbinger of vengeance’s claw attack must immediately attempt a DC 15 Will save or suffer the affects of rage, as per the spell with the following changes. Viable targets that fail their saving throws attack madly at the nearest living thing, regardless of whether the target of their attacks is an ally or enemy, for 1 round. Spell-like Abilities: At will—confusion (DC 17), haste, touch of idiocy; 1/day— hold monster (DC 18), mind fog (DC 18), planeshift. Caster Level: 12th. The save DCs are Charisma-based. Sniff mercy (Su): As a free action, the harbinger of vengeance can smell any creature within 30 feet and detect if mercy has been extended or received by a target within 1 week.

Hoarder

(Watcher of Greed) Medium Outsider (Evil, Daemon, Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +8 Speed: 30 ft. (6 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flatfooted 13 Base Attack/Grapple: +5/+6 Attack: Slam +6 melee (1d4+1) Full Attack: 2 slams +6 melee (1d4+1), 6 tentacles +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, possession, Constitution drain Special Qualities: Daemon traits, damage reduction 10/good, plane shift, spell resistance 18 Saves: Fort +5, Ref +8, Will +4 Abilities: Str 13, Dex 19, Con 13, Int 18, Wis 10, Cha 16 Skills: Appraise +15, Concentration +9, Decipher Script +12, Escape Artist +12, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (the planes) +12, Listen +8, Search +12, Spellcraft +14 (+16 decipher scrolls), Spot +8, Survival +0 (+2 when following tracks, +2 on other planes), Use Magic Device +11 (+13 with scrolls), Use Rope +4 (+6 bindings) Feats: Improved Initiative, Skill Focus (Appraise) Environment: Gehenna Organization: Solitary, Pair, Clutch (3-6) Challenge Rating: 7 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium), 11-15 HD (Large) Level Adjustment: — “Before our eyes, Tevy began to stoop, her back cracking and creaking as though she were being bent forward by an invisible, mighty hand. Her skin grew hard, like stone, and from her face sprouted tusks and crude ornamentations of horn and tooth. Her hands shattered and reformed as fleshy mitts, no more capable of grasping the coin she had been reaching for than of plucking forth a tune from a harp. Her greed had ruined her before our eyes.” —The recollections of Egwyr the Valiant, c. 612

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Combat

thoroughly than a mortal who takes and takes, hoarding her possessions with the belief that these things are hers in the first place. The rage of the hoarders is generally impotent. They watch, muttering and spitting, banging their horns against one another in a cacophony of ineffectual indignation. There are treasures, however, that are tied to the hoarders, ranging from small baubles to legendary artifacts. Perhaps these are the real treasures of their past, actually taken from them long ago. Should one of the world’s greedier mortals seek to take one of these treasures and keep it for herself (as, perhaps, a rogue might slip a loose coin in her pocket, thinking no one will notice—but all such acts are noticed in Gehenna), the hoarders to whom the treasure is tied are free to enter the Material Plane. When this happens, quite often the person lifting the treasure is herself transformed into a hoarder.

The hoarders observe the misers, the obscenely selfish, and the wealthy that refuse to give even a dented copper piece to charitable causes. They congregate in the Circle of Greed and whisper among themselves, furious at every outrageous act. For it is their belief that all of this wealth collected by mortals belongs to With horns and tusks and rocky, grey skin, this deformed creature them. All the treasure in the world, seems almost a mockery of life. Its legs are a writing mass of the hoarders believe, was stolen tentacles and its hands are long, flat strips of barbed flesh. from them in time immemorial. So it is that nothing angers them more

Often only a single hoarder comes. But the strength of the treasure’s tie to them will bring more. Curiously, this tie is not proportional to the value of the treasure. A great work of art stolen by a greedy thief may draw only one hoarder, whereas

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a beaten up old coin lying on the road may draw a horde. Some speculate that it is not the strength of the tie between the treasure and the daemons that draws them—it is the profundity of the act of greed committed by the mortal. Hoarders are about eight feet long. They are accursed in form, unable to hold any of their many treasures, unable to walk the world to seek new ones. Instead, they must slither on the ground, using their many tentacles. Hoarders speak Common, Draconic (the language of great treasures), Abyssal and Infernal.

Combat Hoarders begin combat by attempting to possess a particular target that has offended them. Once in place, they feast on the target in revenge for “stealing” what was once theirs. A hoarder’s attacks are considered both magical and evil for purposes of overcoming damage reduction. Improved grab (Ex): To use this ability, the hoarder must hit a Small, Medium or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals tentacle damage with all six tentacles every round until the victim can break the hold.

Possession (Su): When a hoarder first crosses over from Gehenna into the Material Plane, it attempts to possess the greedy person responsible for calling it. To possess a target, the hoarder attempts a Concentration check opposed by the target’s Will save. If the hoarder succeeds, the possession transforms the target creature into a horrific mass of tentacles, teeth and screams. The hoarder controls the host’s actions, lashing out at any nearby targets, using all of its own attacks and those of the host creature. The host creature can only make melee attacks, and may not use spells, spell-like abilities, or any other forms of attack. The hoarder remains, draining the creature of its Constitution (see below), until either the host dies (0 Con), the host is reduced to negative hit points, or affected by magic such as dismissal, holy word, dispel evil or other applicable magic. Each round the host may attempt a new Will save opposed by the hoarder’s Concentration check. If the host succeeds in repelling the hoarder, the daemon typically flees. Constitution Drain (Ex): Every round the hoarder possesses a target it drains 1d4 points of Constitution. Such drain is permanent and may only be restored through restoration or more powerful magic. Plane shift (Sp): A hoarder can plane shift from Gehenna to any other plane, but only to a target that has committed some act of greed so severe that it catches the hoarder’s attention. Hoarders cast this spell as a 15thlevel caster.

Hunger

(Mercenary of Gluttony) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 14 (+1 Dex, +3 natural), touch 11, flatfooted 13 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d8+2) Full Attack: Bite +5 melee (1d8+2), 2 claws +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Appetite, daemon traits, damage reduction 5/good, glide, scent Saves: Fort +3, Ref +3, Will +2 Abilities: Str 14, Dex 13, Con 12, Int 3, Wis 10, Cha 5 Skills: Climb +6, Listen +4, Spot +4, Survival +4 Feats: Multiattack, TrackB Environment: Gehenna Organization: Solitary, Pair, Knot (3-10), Plague (100-1000) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Evil Advancement: 4-12 HD (Medium) Level Adjustment: — “And then they just dropped down from above… everywhere. They ate it all. All the cattle, the grain, the house, the children, everything.” —Survivor Like lice, the hunger crawl all over the molten mounds of flesh that is the Circle of Gluttony, in search of the loose bits of tissue that the Exarch misses in his own constant search for food. They exist in the greatest concentrations near Yungo’s mouth. The slow ones are captured by Yungo’s tongue and dragged shrieking to the fetid depths of his gizzard to join the countless other swallowed creatures Creeping up over the rise writhing in an eternity of feastings and slow acting acids. humanoid in appearance,

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Born from pustules that form in the giant sweating folds of the Exarch’s flesh, these creatures feed on one another, as well as anything else they can find. Occasionally, a plague of hunger break through to other

planes, wiping out all they come across in a mad and desperate attempt to feed before being fed upon.

In the instance of an invasion into the Circle of Gluttony, Yungo dispatches these fiends to devour his enemies, while his other forces rally together to repel the majority of the invaders. is a mewling creature, vaguely Once the conflict ends, surviving with bright eyes, and soft fur hungers and the captive attackers covering much of its body. With the movement of its arms, it combine for a massive feast; their screams echoing throughout reveals masses of flesh, perhaps for gliding. Its mild nature Gehenna. suddenly transforms into a slavering monstrosity as its

nostrils grow wide, sniffing the air for flesh.

Hungers are five feet tall. They speak no languages.

Hungers focus on one enemy at a time, to the exclusion of all else. Once they defeat a foe, they often stop to eat it. For the purposes of overcoming damage reduction, the hungers natural attacks and any attacks made with weapons all count as evil. Appetite (Ex): If a hunger drops an opponent, the hunger must make a DC 20 Will save to resist the urge to start eating the corpse immediately. If the

hunger fails the save, it ravenously eats the body, and ignores any attacks on it and anything else for that matter. It takes 4 rounds per size category above small for the hunger to devour its victim. Victims so consumed may only be restored to life by resurrection or more powerful magic. There is no limit to what the hungers can eat. Glide (Ex): Hunger have loose folds of skin under their arms. If they drop from a height, they gain a fly speed of 30 feet for 1d4 rounds before landing on the ground. They can never ascend while gliding, but never take damage from a fall.

Impregnator (Mercenary of Lust)

Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 5d8+15 (38 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 20 (+2 Dex, +8 natural), touch 12, flatfooted 18 Base Attack/Grapple: +5/+9 Attack: Gut tendril +10 melee (1d4+4 and parasite) Full Attack: Gut tendril +10 melee (1d4+4 and parasite), Gore +4 melee (1d6+2) Space/Reach: 5 ft. / 5 ft. (10 ft. with gut tendril) Special Attacks: Parasites, powerful charge (2d6+6), trip Special Qualities: Daemon traits, damage reduction 10/good and magic, immune to disease and poison Saves: Fort +7, Ref +6, Will +4 Abilities: Str 18, Dex 14, Con 16, Int 5, Wis 11, Cha 13 Skills: Climb +12, Jump +12, Listen +8, Spot +8, Swim +12 Feats: Improved TripB, Power Attack, Weapon Focus (Gut Tendril)

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Combat

Environment: Gehenna Organization: Solitary, Pair, Orgy (4-8) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 6-9 HD (Medium) Level Adjustment: — “It is our common arrogance that we assume all creatures in the universe that desire to touch, desire fulfillment, do so in ways that we might comprehend. If only it were so simple.” – Contemplations of Creatures, Edgyll Marigand The life of an impregnator is brutish and short. The fickle Exarch of lust, In’nassi, switches sides in the war between Hell and the Abyss regularly, based on her current choice of lover. When she beds a demon lord, her minions fight the forces of Hell. When an infernal lord graces her chambers, they must oppose the demon armies. The impregnators are In’nassi’s soldiers in the war, sent to die as they aid the campaigns of her lovers. Determining that the creatures of the Circle of Lust were not as well suited to battle as those of the Circle of Wrath, In’nassi created the impregnators to be the perfect melding of lust and battle. Like all daemons of their circle, they crave physical satisfaction. But they have no sexual organs with which to achieve this gratification; they can only be satisfied in battle, tearing apart their foes in a peculiar ritual.

it will do everything it can to accomplish its goal—making these beasts incredibly effective warriors. They are always eager for battle, hoping to enter into one or more of what they call their “unions.” Impregnators are as tall as the average adult human, between five and a half and six feet. They speak Abyssal, Common, and Infernal.

The impregnator’s greatest pleasure is piercing flesh with its horns, which are kept razor sharp for this express purpose. In’nassi made them in such a way that they could only achieve the heights of pleasure by rupturing the soft belly and Impregnators open combat with a powerful charge attack. On subsequent intestine of their foes. Her reason: each impregnator possesses a diseased, biting rounds, it lashes out with its gut tentacle that bursts from its abdomen tendril in an effort to spread the to strike foes in the belly, impregnating parasites. Against tripped opponents, infected enemies’ intestinal tracks A humanoid figure with a spire of ram’s horns, its face is it rams its horns down through their or bellies with writhing maggots. skeletal but its body is quite muscular. In fact, it is quite a soft stomach tissues. An impregnator’s This softens the stomach, easing the shapely creature except that a tentacle, ending in a slavering attacks are considered both magical penetration of the creature’s horns. As and evil for purposes of overcoming this horrific and malicious act is the mouth, has ruptured its abdomen. damage reduction. path to ecstasy for the impregnator,

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Parasites (Ex): The impregnator’s gut tendril carries a dangerous parasite that makes short work of the host it infects. Upon a successful gut tendril attack, the victim must attempt a Fortitude save (DC 15) or strange, otherworldly maggots infest the wound, multiplying in the space of one round and dealing 1d4 points of Constitution each minute they remain as they turn the victim’s abdomen into a soupy mess. Each succeeding minute, the victim may attempt a new Fortitude save to resist the ability drain. For as long as the maggots infest the character, all Strength and Constitution checks are made at a -6 circumstance penalty. The parasites can only be removed by remove disease or heal. The save DC

is Constitution-based. Powerful charge (Ex): On a charge action, the impregnator may make a gore attack in addition to its normal attack with a +4 attack bonus that deals 2d6+6 points of damage. Trip (Ex): An impregnator that hits with its gut tendril attack can attempt to trip the opponent (+8 modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the impregnator.

Impregnator Patriarch (Mercenary of Lust)

Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 25 (+2 Dex, +13 natural), touch 12, flatfooted 23 Base Attack/Grapple: +10/+26 Attack: +1 large falchion of desire +19 melee (2d6+13 plus desire, crit 18-20) Full Attack: +1 large falchion of desire +19/+14 melee (2d6+13 plus desire, crit 18-20), 3 gut tendrils +13 melee (1d6+4 and parasite), gore +12 melee (1d8+4) Space/Reach: 10 ft. / 10 ft. (15 ft. with gut tendril) Special Attacks: Falchion of desire, parasites, powerful charge (2d8+12), trip Special Qualities: Daemon traits, damage reduction 10/good and magic, immune to disease and poison, spell resistance 23 Saves: Fort +12, Ref +9, Will +8 Abilities: Str 26, Dex 14, Con 20, Int 9, Wis 13, Cha 17 Skills: Climb +21, Intimidate +16, Jump +21, Knowledge (the planes) +12, Listen +14, Spot +14, Swim +21 Feats: Cleave, Great Cleave, Improved TripB, Power Attack, Weapon Focus (Gut Tendril) Environment: Gehenna Organization: Solitary, Orgy (Patriarch plus 4-8 impregnators) Challenge Rating: 12 Treasure: None Alignment: Always neutral evil Advancement: 11-20 HD (Large), 21+ HD (Huge) Level Adjustment: — In’nassi is not usually present as her servants aid her lovers. To make sure they do her bidding, she sends one of her trusted impregnator patriarchs. Creatures of pure devotion, they are the sometimes lovers of their Exarch and would gladly die to please her. Impregnator patriarchs are very tall, usually twelve feet high, and all of them wield a special blade crafted by In’nassi herself. A blow from these ensorcelled falchions fills the victim with pure, blinding lust—the very essence of the Exarch herself. Making the impregnator patriarchs even more dangerous, they possess three striking maw tentacles, the disease of which can cause the entire body, not just the belly, to become impregnated with maggots. Impregnator patriarchs speak Abyssal, Common, Draconic and Infernal.

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Falchion of desire (Sp): The falchions that impregnator patriarchs carry have a powerful enchantment that forces those struck by it to attempt a Will save (DC 18) or be filled with all-consuming lust. A failed save results in the victim Impregnator patriarchs use similar tactics to the ones employed by becoming obsessed with the impregnator patriarch regardless of gender. The impregnators. They open combat with a powerful charge attack, followed by victim begins to undress, his eyes fixed a flood of melee attacks. Tripped on the patriarch. When fully disrobed, victims find themselves kicking at the victim presents its abdomen for the end of the impregnator’s horns. This towering humanoid has a skeletal head topped with the patriarch impregnator to do with An impregnator patriarch’s attacks massive ram’s horns. It holds a gleaming falchion and, rising as it will. During the time that the are considered both magical and evil victim undresses, allies may move to for purposes of overcoming damage from its stomach, are three writhing tentacles, each of which assist, as a full-round action to try reduction. end in a grinning maw filled with razor-sharp teeth. to snap victim out of the state. The victim is entitled to another Will save

Parasites (Ex): The impregnator patriarch’s gut tendrils carry a deadly parasite that makes short work of the host it infects. Upon a successful gut tendril attack, the victim must attempt a Fortitude save (DC 20) or strange, otherworldly maggots infest the wound, multiplying in the space of one round and dealing 1d6 points of ability drain to a random ability score each minute they remain to ravage the victim’s body. Each succeeding minute, the victim may attempt a new Fortitude save to resist the ability drain. For as long as the maggots infest the character, all ability and skill checks are made at a -8

circumstance penalty. The parasites can only be removed by remove disease or heal cast on consecrated ground. The save DC is Constitution-based. Powerful charge (Ex): On a charge action, the impregnator may make a gore attack in addition to its normal attack with a +12 attack bonus that deals 2d8+12 points of damage. Trip (Ex): Don’t slip on those intestines! An impregnator patriarch that hits with one of its gut tendril attacks can attempt to trip the opponent (+16 modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the impregnator patriarch.

Jageth

(Mercenary of Greed) Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 20 (+1 Dex, -1 size, +10 natural), touch 10, flatfooted 19 Base Attack/Grapple: +6/+15 Attack: Large +1 unholy glaive +11 melee (2d8+8 plus 2d6 against good/ x3) Full Attack: Large +1 unholy glaive +11/+6 melee (2d8+8 plus 2d6 against good/ x3) and bite +6 melee (1d8+2) Space/Reach: 10 ft./10 ft. (15 ft. with glaive) Special Attacks: Glaive Special Qualities: Daemon traits, Darkvision 90 ft., damage reduction 5/magic, defensive stance, stability Saves: Fort +8, Ref +6, Will +5 Abilities: Str 20, Dex 13, Con 16, Int 7, Wis 11, Cha 7 Skills: Climb +18, Diplomacy +0, Intimidate +7, Listen +11, Sense Motive +13, Spot +11, Survival +9 Feats: Alertness, Power Attack, Weapon Focus (Bite)

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with a +2 circumstance penalty. As soon as the impregnator patriarch rams its horns into the victim—always a coup de grace attack—the effects of this mindaffecting compulsion end. The save DC is Charisma-based.

Environment: Gehenna Organization: Solitary, Pair, Troop (3-12), Legion (100), Army (1-10 legions) Challenge Rating: 4 Treasure: Standard Alignment: Always Neutral Evil Advancement: 7-12 HD (Large), 13-18 HD (Huge) Level Adjustment: — “If it is wealth unimaginable you seek, then nowhere in all the spheres will serve you better than the golden vaults of Mytaxx, the Exarch of Greed. Yes, the vault doors do not yield and are guarded well, for before those impenetrable gates the jageth reside.” —Atlas of the Spheres by the Great Sage Turgon The golden miser, Mytaxx, has hidden away in the vaults of his circle the wealth of a thousand nations. Hoarded over millennia, Mytaxx’s riches are the stuff of legend. But they are not easily reached by even the mightiest. The servants of the miser, the jageth, protect the Circle of Greed and they yield for no being other than Mytaxx himself. Fierce warriors, the jageth specialize in taking up positions before the doors they protect. There they are able to set themselves against any assault with their three mighty legs. Once set, they batter their foes with their massive arms. The vaults themselves have fifty chambers, each guarded by an army of jageth. Deeper within the vaults, the jageth are armed with magical weapons from the hoard. Should anyone try to plunder the inner vaults of Mytaxx, they will have this well-armed and implacable enemy to deal with in great numbers.

Combat Jageth rarely instigate combat, preferring instead to defend a position they are ordered to protect. When attacked, they set their feet into a defensive stance, garnering a number of combat enhancements. Few can dupe a jageth into allowing unauthorized individuals past its post, as the tentacles on their bodies taste emotions—hence the racial bonus to Sense Motive. For the purposes of overcoming damage reduction, jageth natural attacks, and those made with weapons, count as magical.

Glaive (Su): As a free action, jageth can form a magical weapon from their bodies. Most jageth create glaives as indicated in the stat-block above, but some employ other weaponry with An imposing figure of brawn and sinew standing ten feet high, the same magical enhancements, such as large greatswords, large great this creature’s arms look capable of crushing stone. Its axes, or just about anything else. head is encased in a heavy coat of bone and it has three legs Should the jageth fall in combat, keeping it well rooted to the ground. the weapon dissolves into a pile of stinking excrement.

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Defensive stance (Ex): This daemon can adopt a defensive stance similar to that conferred by the dwarven defender prestige class, with gains to strength and durability, but preventing movement from the spot it defends. Jageth gain +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases its hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, the jageth cannot use skills or abilities that would require it to shift its position. A defensive stance lasts for 8 rounds (3 + its improved Constitution modifier). Unlike the dwarven defender, jageth are never winded after the defensive stance expires. Using the defensive stance takes no time itself, but a jageth can only do so during his action. While in the stance, a typical jageth has the following statistics: Defending Jageth; Large Outsider; HD 6d8+30; hp 57; Init +1; AC 24 (+1 Dex, -1 size, +10 natural, +4 dodge bonus), touch 14,

flatfooted 19; BAB +6; Grp +16; Atk Large +1 unholy glaive +12 melee (2d8+10 plus 2d6 against good/ x3); Full Atk Large +1 unholy glaive +12/+7 melee (2d8+10 plus 2d6 against good/ x3) and bite +7 melee (1d8+3); Space/Reach 10 ft./10 ft. (15 ft. with glaive); SA Glaive; SQ Daemon traits, Darkvision 90 ft., damage reduction 5/magic, defensive stance, stability; AL NE; SV Fort +12, Ref +8, Will +7; Str 22, Dex 13, Con 20, Int 7, Wis 11, Cha 7 Skills and Feats: Climb +19, Diplomacy +0, Intimidate +7, Listen +11, Sense Motive +13, Spot +11, Survival +9; Alertness, Power Attack, Weapon Focus (Bite). Stability (Ex): Jageth receive a +4 bonus to ability checks made to resist being bull rushed or tripped while standing on the ground (but not when climbing, flying, riding, or otherwise not firmly on the ground). Skills: Jageth receive a +4 racial bonus to Climb and Sense Motive checks.

Kurgellis

(Watcher of Pride) Small Outsider (Daemon, Evil, Extraplanar, Psionic) Hit Dice: 6d8 (27 hp) Initiative: +4 Speed: Fly 60 ft. (perfect) Armor Class: 20 (+1 size, +4 Dex, +5 natural), touch 15, flat-footed 16 Base Attack/Grapple: +6/-2 Attack: Bite +3 melee (1d4-4) Full Attack: Bite +3 melee (1d4-4), 3 tentacles -2 melee (1d3-4) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Daemon traits, damage reduction 10/good, PR 20, telepathy 120 ft. Saves: Fort +5, Ref +9, Will +7 Abilities: Str 3, Dex 18, Con 10, Int 28, Wis 15, Cha 19 Skills: Concentration +9, Gather Information +13, Knowledge (any ten) +18, Listen +11, Search +18, Spot +11, Spellcraft +18 (+20 decipher scrolls), Use Magic Device +10 (+12 scrolls) Feats: Combat Casting, Dodge, Mobility Environment: Gehenna Organization: Solitary, Pair, Class (3-6) Challenge Rating: 9 Treasure: Standard Alignment: Always neutral evil Advancement: 7-18 HD (Small) Level Adjustment: — “I’d never seen anything like it. The dragon had just fallen and we were standing in awe of our accomplishment. Dovarr yelled something about being the greatest wizard that has ever lived; when next thing I knew… they were everywhere.” —Reminiscences of Gumblar Ironaxe In the refined Circle of Pride, the Kurgellis gather in the Library of Blasphemies. Surrounded there by the records of all the world’s sins, they never tire of one sin in particular—pride in intellect. When a mortal considers himself above another due to his intelligence or cunning, his sin of pride casts a shadow among the Kurgellis. There the sin is recorded in the dark ledgers by these strange creatures, who are themselves convinced that they are the wisest, most brilliant beings in all the multiverse.

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The Kurgellis rarely leave the safe harbor of the Circle of Pride. Once in a great while, though, a Kurgellis will become so offended by a sin he observes that it (and perhaps its companions) will feel compelled to teach the offending mortal a lesson.

Should a mortal come to believe, even for a moment, that his is the greatest mind anywhere in the multiverse, the Kurgellis will begin plotting how to teach him a lesson. This may be as simple as arranging his downfall through machinations and schemes, in which he is shown that he is not so clever after all, but it sometimes involves traveling to the Material Plane to teach him a lesson personally.

The Kurgellis are only about 3 feet high. They speak telepathically, comprehending and sending in Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven and creature has a giant head encased in Infernal.

This relatively small chitin. Its body seems to be without limbs, instead looking like a floating collection of tendrils and scales.

Kurgellis staunchly refuse to engage in melee combat, fleeing rather than facing death. Instead, they fly above, directing a psionic onslaught against their foes. Once they have taught the lesson they intended, they plane shift back to Gehenna. Kurgellis attacks are considered evil for purposes of overcoming damage reduction.

Psi-Like Abilities: At will—inertial armor (ML 5th, +6 AC)*, offensive prescience (ML 7th, swift action)*; 3/day—intellect fortress (3 rounds)*, recall agony (ML 5th, 5d6, DC 25)*; 1/day—astral construct (ML 9th, 4th level)*, baleful teleport (DC 27), energy burst (ML 7th, 7d6, DC 26), id insinuation (ML 9th, 4 targets, DC 25), psionic plane shift; 1/week—psionic dominate (DC 26). Manifester level 9th. The save DCs are Intelligence-based. *Includes augmentation for Kurgellis’ manifester level.

The Languishing (Watcher of Sloth)

Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 24 (+1 Dex, +13 natural), touch 11, flatfooted 23 Base Attack/Grapple: +9/+13 Attack: Claw +14 melee (2d6+4/19-20) Full Attack: 2 claws +14 melee (2d6+4/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, lamenting chorus, spell-like abilities, steal head Special Qualities: Daemon traits, damage reduction 10/cold iron and good, immunity to polymorph and sonic attacks, spell resistance 22 Saves: Fort +8, Ref +7, Will +8 Abilities: Str 19, Dex 12, Con 15, Int 7, Wis 14, Cha 15 Skills: Climb +16, Intimidate +14, Listen +14, Move Silently +13, Sense Motive +14, Spot +14 Feats: Improved Critical (claw), Iron Will, Power Attack, Weapon Focus (claws)

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Combat

Environment: Gehenna Organization: Solitary, Pair, Pack (2-5) Challenge Rating: 11 Treasure: Standard Alignment: Always neutral evil Advancement: 10-18 HD (Medium), 19+ HD (Large) Level Adjustment: — “They say he did nothing each day but weep for the loss of his young bride. His sorrow was so deep, it choked anyone who came near him, so that eventually even his own family abandoned him. It was expected he would eventually waste away and die in his home, but instead he simply disappeared. To this day, no one knows what happened to him.” —The Impossible and the Possible, Violetta Cannonberry Mortal life is so filled with tragedy that it is a wonder the poor folk who must endure it do not spend their every hour weeping. But they do not, for it is considered to be a sinful indulgence to whittle away the precious gift of life in mourning, no matter how terrible the events are that have befallen you. When a mortal does so indulge, actively choosing to give up on life and instead waste her days in weeping and wailing, her sloth is observed by the languishing.

Usually this final tragedy is too much for the mortals so absconded—most die of broken hearts upon reaching Gehenna. But those who do not, and continue to weep and moan, understanding this as yet more evidence that life has failed them, are fed upon by the languishing. The daemons are able to detach the heads of the mortals without killing them. They then consume their jaws, which continue to make the sounds of mourning within their gullets. The remaining parts of the heads are heaped in a mound around the lamenter, still living and watching the mourning shadows of other mortals for all eternity. These heads try to scream out at these newly observed mortals, “Move past it! Life it too precious to waste away in misery!” in an effort to save them from a similar fate, but the heads cannot make a sound for they have no jaws.

The languishing are six and a half feet tall. They understand Infernal, Abyssal, Common, Elven and Celestial. They The languishing are drawn seem incapable of speech—or if particularly to the sounds of they can speak, they do not, instead mourning—the sobs, the gnashing screaming and wailing. This creature has human proportions and features except for of teeth, the piteous moans and the prayers for the terrible pall of sorrow the spikes running up and down its back, the strange stitches to be lifted. They gather around all along its arms as though they have been cut open and and watch the shadows of these sewn back shut countless times, and its mouth. Where its jaw The languishing prefer to attack miserable mortals, listening to their morose and self-absorbed opponents would be are the long, many-jointed legs of a spider. cries and mutilating themselves out first, which they usually detect from of “sympathy” for the mortals’ pain. their perch in Gehenna or through Sometimes they are so enamored a successful Sense Motive check, with a particular mourner that they will come for her. From Gehenna they opposed by the target’s Bluff check. When such a target is identified, they make their way toward the sounds of the lamenter in the Material Plane and, try to remove the head and bite off the jaw, which is summarily swallowed. once they find her, they will take her bodily back to Gehenna. In instances of particularly sad foes, they simply grab them, planeshifting to

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Gehenna, where they enjoy the screams of horror sounding from within their gullets. For the purposes of overcoming damage reduction, the languishings’ natural attacks, and any attacks they make with weaponry, function as if they were magical and evil. Improved grab (Ex): To use this ability, the languishing must hit with its claw attack against a foe no bigger than Large. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Lamenting chorus (Su): Once per 1d4 rounds, as a full round action that does not provoke an attack of opportunity, the languishing’s spider-leg filled maw undulates in a frenzy, seemingly in a mockery of a conductor before a symphony, and from the daemon’s abdomen emanates a horrific wailing noise, sounding of all the damned it had swallowed. All living creatures that can hear within a 60-foot cone, must attempt a DC 16 Will save or suffer effects based on their own Hit Dice (see below). The save DC is Charismabased.

Lamenting Chorus Target’s Hit Dice

Effect

> languisher’s HD = languisher’s HD = languisher’s HD –1

4d8 points of sonic damage Dazed, 4d8 points of sonic damage Weakened, dazed and 4d8 points of sonic damage Paralyzed, weakened, dazed and 4d8 points of sonic damage Disintegrated

= languisher’s HD –5-7 = 1 HD

Sonic damage: Target creature takes 4d8 points of sonic damage. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Disintegrated: Living creatures die. Undead creatures are destroyed. Spell-like Abilities: At will—gust of wind (DC 14), silence (DC 14), sound burst (DC 14); 1/day—dispel good, plane shift. Caster level 12th. The save DC is Charisma-based. Steal head (Su): Upon securing a pin with its grapple attack, the languishing may attempt to steal the held target’s head by making a touch attack as a standard attack. If it hits, the target may attempt a DC 18 Fortitude save or the languishing takes their head from their body. On the following round, the languishing consumes its victim’s jaw, and either discards the remains of the living skull, or keeps it as a treasure to stack with the other collected heads in Gehenna. Strangely, this attack does not kill the target, though the target becomes insane (DC 19 negates) as per insanity and loses control over its detached body. In fact, though the head continues to live, the body eventually starves (see DMG for details on starvation), as it lacks the means to eat or drink. Should the body die, the head continues to live, though in a state of continually deepening horror. Once separated, the head lives for the duration of the target’s normal life expectancy without need for food or drink. Disembodied heads have an AC 0 and 5 hit points. They may cast spells with Verbal Components only, but only if they retain their jaw. Disembodied heads can be rejoined with the body through powerful magic, but requires the head, the living body, and the casting of heal and regenerate. If the body dies, the only way to restore the creature is to “kill” the head, and then normal means of raising the dead function as usual.

Maodon

(Whisperer of Greed) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 15 (+4 Dex, +1 natural), touch 14, flatfooted 11 Base Attack/Grapple: +1/+2 Attack: Bite +2 melee (1d6+1 and poison) Full Attack: Bite +2 melee (1d6+1 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, web Special Qualities: Daemon traits, see in darkness Saves: Fort +2, Ref +6, Will +3 Abilities: Str 13, Dex 18, Con 13, Int 11, Wis 13, Cha 10 Skills: Appraise +4, Bluff +4, Climb +13, Hide +12, Move Silently +8, Search +4, Sense Motive +5, Spot +9 Feats: Ability Focus (Poison) Environment: Gehenna Organization: Solitary, Pair, Nest (3-18) Challenge Rating: 1 Treasure: Standard, plus 1d6 captive children Alignment: Always neutral evil Advancement: 2-3 HD (Medium) Level Adjustment: — “They’re lying to you. They will take your money and leave you for dead. You can trust no man but yourself.” —The whisperings of the Maodon

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Low-level functionaries of the Circle of Greed, the maodon are charged with whispering to the shadows of the greedy, encouraging them to hoard their belongings and not to share. They have the temperament of the spiders from which they were created; they prefer isolation, to hide what is theirs and to keep it wrapped up and safely tucked away in their webs. This is the sort of mindset they encourage in the mortals they observe.

It is not uncommon for a maodon to make its way into the Material Plane. Usually it happens because some greedy fool attempts to summon a kindred spirit, another greedy creature, to help him in his acquisitions. The maodon

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Web (Ex): The maodon can generate silk strands as a spider, on which it At first glance, this is a massive spider, but upon closer may lower itself from above, aiding in inspection, it is clear that it has humanoid features. The most its maneuverability. A single strand is strong enough to support the maodon prominent of these is its dark, malicious smile. and one creature of the same size. In addition, the maodon, just like a webThe maodon seek out isolation where spinning spider, can throw a web eight they can build massive webs. They will fiercely protect these webs, which will times per day. This is similar to an attack with a net but has a maximum range of often include their favorite treasure: children. While there are magical swords 50 feet, with a range increment of 10 feet, and is effective against targets up to and gold and platinum and jewels in Gehenna, there are no children, so one size category larger than the maodon. An entangled creature can escape with maodon in the Material Plane particularly seek them out and put them in their a successful DC 11 Escape Artist check, or burst it with a DC 15 Strength check. webs, hoarding them away and drinking a dram of their blood every night. Both are standard actions. Maodon often create sheets of sticky webbing from 5 to 20 feet square. They usually position these sheets to snare flying creatures but Maodon are about seven feet across. They speak Infernal and Abyssal. can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or Maodon rarely attack a group of well-armed heroes, instead preferring to grab while pulling free. Each 5-foot section has the 6 hit points, and sheet webs snatch an unwary child to add to their webs. They often begin by throwing have damage reduction 5/—. A maodon can move across its own web at its a web over their opponents, and then scuttle forward to inject a powerful climb speed and can pinpoint the location of any creature touching its web. paralytic poison. Once the maodon renders the victim immobile, it reinforces the webbing to create a snug cocoon, and then drags the victim back to its See in Darkness (Su): Maodon can see perfectly in any kind of darkness, web. even that generated by magic. Poison (Ex): The maodon has a poisonous bite. The victim must attempt Skills: Maodons have a +4 racial bonus to Hide and Spot checks, and a +8 a DC 11 Fort save or take 1d3 points of temporary Strength and Dexterity racial bonus to Climb checks. A maodon can always choose to take 10 on damage. Ten rounds later, the victim is entitled to a second save, against the Climb checks, even if rushed or threatened. Maodons use their Dexterity same DC. On a failed check, the poison paralyzes the victim for 1d4 minutes. modifier for Climb checks. are nothing if not greedy. Other times they are summoned by more powerful daemons and never leave. In general, maodon prefer the Material Plane, where they have access to better treasures.

Morning’s Plague (Watcher of Lust)

Small Outsider (Daemon, Evil, Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 18 (+1 size, +7 Dex), touch 18, flatfooted 11 Base Attack/Grapple: +3/-1 Attack: Bite +11 melee (1d6) Full Attack: Bite +11 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Parasitic gestation, lust, emerge Special Qualities: Daemon traits Saves: Fort +6, Ref +10, Will +3 Abilities: Str 11, Dex 24, Con 17, Int 4, Wis 11, Cha 1 Skills: Climb +6, Escape Artist +13, Hide +13, Move Silently +13, Survival +6, Use Rope +9 (bindings) Feats: Blind-Fight, Weapon Finesse Environment: Any Land Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: 3-6 HD (Small), 7-9 HD (Medium) Level Adjustment: — “I did not expect it—how could I? I have stood unmoved before dragons, ancient and terrible. But… this has humbled me to my core… I did not expect to feel it, wriggling… coming out of me.” —The confessions of Erik Soulbrand So many mortals seek to fill the hollow sense of loneliness that haunts them by finding solace in the body of another. These carnal encounters mean nothing to them; they are acts of rutting, like beasts, without pleasure and

without purpose—or so say the religious scholars. They say these empty acts of fornication are sinful and will lead to misery in the end. And perhaps they are right, at least in this—in Gehenna these pure acts of lust are observed with great interest. The watchers come to know the faces of these dark shadows, the lustful, and they remember them. They record in the ledgers the names of those who commit acts particularly lascivious and shameful. The morning’s plague sometimes visits those whose names are best known in Gehenna. These mortals’ acts of lust plant seeds for the visitation, with the morning’s plague taking root in the secret parts of their bodies. Every time the mortal gives in to temptation, committing a carnal act of lust, the morning’s plague grows a little larger inside him. When the morning’s plague is full grown (about three feet long), it is ready to be born into the world. The morning after its lustful host has engaged in his most recent act of libidinous behavior, the morning’s plague will come out of him while he is urinating. This is excruciatingly painful, and the first thing the wriggling

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morning’s plague will seek to do is to consume its former host while he reels from the pain.

This serpent-like creature has a lamprey’s mouth and long antennae, like a centipede. It is has no legs and moves by writhing.

Sometimes a mortal becomes infected with the morning’s plague after a few acts of lustful indiscretion and then moves away from that dark path. If the morning’s plague is not being fed by the acts of its host, it will leave, while still small, and make its home wherever it was expelled. For this reason, they are sometimes found in outhouses. Morning’s plague comprehends Abyssal and Infernal. They do not speak.

Combat Morning’s plague lies in wait, lurking in the recesses of the host’s reproductive organs. When it finally emerges, it rips out of its host in a spectacular display of spraying blood. Parasitic gestation (Ex): Morning’s plague typically begins as a daemonic microorganism when it takes root in a particularly lascivious host. Aside from an uncomfortable itch and perhaps some swelling, the host has no idea what

new level of agony is in store. There is no saving throw for the infestation of morning’s plague, for the victim brings the horror onto himself.

Lust (Su): Morning’s plague begins inside of the host creature with only 1 Hit Die. With each carnal encounter, driven by lust alone, the plague gains an additional Hit Die. It continues to grow with every encounter. Morning’s plague, feeding on such acts, encourages such base behavior by wriggling inside its victim and planting suggestions into its host’s mind to seek out more pleasures of the flesh, through either consent or violence. The host is entitled to a DC 19 Fortitude save to resist the urge. The save DC is Dexterity-based. Emerge (Ex): After a night of such revelry, the morning’s plague emerges from its host, much as if the host were passing a 3-foot long kidney stone. It often only partly emerges from the host, using the unfortunate victim’s body for cover. The emergence of this creature deals 1d6 points of damage and forces the victim to attempt a DC 20 Fortitude save or fall unconscious for 1d12 minutes because of the pain. From this position, morning’s plague begins to devour its host, leaving the area of flesh providing its cover for last.

Mother Igwyre (Servitor of Envy)

Gargantuan Outsider (Daemon, Evil, Extraplanar) Hit Dice: 16d8+160 (232 hp) Initiative: +3 Speed: 50 ft. (10 squares), climb 50 ft. Armor Class: 30 (-2 size, +3 Dex, +4 insight, +15 natural), touch 15, flatfooted 27 Base Attack/Grapple: +16/+38 Attack: Bite +28 melee (4d6+21) Full Attack: Bite +28 melee (4d6+28) Space/Reach: 20 ft./15 ft. Special Attacks: Improved grab, poison, swallow whole, tears of despair, web, weeping Special Qualities: Daemon traits, damage reduction 15/cold iron and good, darkvision 120 ft., immune to petrification and polymorph, spell resistance 32, regeneration 8, tremorsense 60 ft. Saves: Fort +20, Ref +13, Will +9 Abilities: Str 38, Dex 17, Con 30, Int 11, Wis 8, Cha 7 Skills: Balance +24, Bluff +19, Climb +41, Diplomacy +2, Disguise -2 (acting +0), Escape Artist +24, Hide +18, Intimidate +2, Jump +22, Move Silently +26, Profession (midwife) +18, Sense Motive +18, Spot +3, Use Rope +3 (+5 bindings) Feats: Agile, Combat Reflexes, Dodge, Mobility, Persuasive, Spring Attack Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 17 Treasure: Triple Standard Alignment: Always Neutral Evil Advancement: — Level Adjustment: — “Sniff… a piece of candy, child? Perhaps a nice glass of milk with your cookies? …sniffle” —Mother Igwyre

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Long ago, a pious midwife named Igwyre prayed to the gods to grant her many children. And because she had always been faithful and good, they did. She was mother to seven boys and seven girls, and each of her children bore the grace of the gods. They were mighty, wise and fair.

As her children grew, they were drawn into the service of the Lords of Good, for their temperaments were, from birth, caring and kind. Over the years, Igwyre’s fourteen children became famous heroes, wellsprings of legends, and agents of the greatest good. But with such lives come perils. When Igwyre’s eldest son and daughter were killed opposing the forces of evil, the family wept, but none were dissuaded from the path of righteousness. With each passing year, more of Igwyre’s children were killed until, at the end of a decade of tragedy, all of her progeny were laid low. At the death of her youngest, and last living, child, Igwyre climbed atop the funereal mound and cursed the gods. They had granted her fourteen glorious children and then had chosen to strip that glory from her. And though it is a terrible sin to curse the gods, the hearts of Heaven were moved. The Lords of Good sent the archangel Rafaiil to earth to comfort Igwyre, saying “Know thee, Igwyre, that each of your children sits upon a golden throne in Heaven this hour. There is a place for thee at their table.” But Igwyre only wept— and her weeping never ceased in her mortal life.

In the center of this vast web scuttles an enormous horror on arachnid legs, but with three wrinkled breasts dragging below, and a piteous mewling face contorted in sorrow and twisting in lamentation. Great tears pour from her eyes, but behind the red-rims shine the light of hatred.

Igwyre was not only consumed by despair, though. She began to feel a burning hatred in her heart for all those women she had aided in the birthing of their children—a deep and unshakable envy. She believed their children, who were not so blessed by the gods, would not be drawn into lives of great deeds and so would not die so young. The daemons of envy observed the shadow of this kind woman now falling faster and faster into the depths of sin. They whispered to her in her sleep and in her waking hours, telling her she was right to hate those women whose babies lived, and that she should teach them a lesson. And so Igwyre, who wept morning, noon and night, began to secretly skulk about her village at night, watching the children and recording the patterns of their daily lives. Over the course of a month, she laid traps and other horrors for these children, such as a poisonous viper in a favorite place of play or a jutting and filthy spike in the waters where they jumped and swam. To the villagers it seemed a horrible curse had befallen them as their children were suddenly crippled and killed at an alarming rate. No one suspected the weeping midwife of the crimes, and they began to pray to the Lords of Good to forgive them whatever they had done to receive such an awful punishment. The gods saw more clearly than the villagers, however, and they knew at once what had happened. They were horrified to discover that Igwyre’s heart had turned so dark, and were furious with one another for having allowed this to happen by trusting in her innate goodness. They at once sent the archangel Raguel, the vengeance of Heaven, to put an end to this wicked woman. Raguel transformed Igwyre into a spider, a creature that stalks in the shadows and kills anything foolish enough to trust it. But he left her face intact so that she might weep for her sins for all eternity. This done, he cast her into Gehenna where she serves, to this day, as one of the chief lieutenants to Ulasta. Her realm is directly on the border with the Negative Material Plane, and so anyone or anything wishing to cross into Gehenna from that route must pass her first. Mother Igwyre has grown over the years, swelling up with her hatred. She is now twenty feet across. She speaks Common, Abyssal and Infernal.

Combat Igwyre never leaves the security of her web, so she can only be encountered en route to the Circle of Envy in Gehenna. Igwyre saves creatures affected by her weeping for last, targeting those callous souls who could ignore the sorrow of a mother bereft of her children. For the purposes of overcoming damage reduction, Igwyre’s natural attacks count as magical and evil. Improved Grab (Ex): To use this ability, Igwyre must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can attempt to swallow the foe on the following round.

Poison (Ex): Igwyre has a poisonous bite requiring victim’s to make a DC 23 Fortitude save or the venom deals 2d6 points of Strength immediately and 1d8 points of Constitution in 10 rounds unless a second save at the same DC is made. The save DC is Constitution-based.

Swallow Whole (Ex): Igwyre can try to swallow a grabbed opponent of a smaller size by making a successful grapple check. Once inside, the opponent takes 4d6+21 points of crushing damage plus 10 points of acid damage per round from her gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Igwyre’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Tears of despair (Su): Partly because of the tragedy of her mortal life and partly because of her condemnation to Gehenna, Igwyre always weeps. While the tears appear normal, they are a powerful acid that burns flesh. All creatures must attempt a DC 20 Reflex save each round they begin their turn in a square threatened by Igwyre. If they fail their save, the acidic tears deal 1d6 points of damage. Furthermore, those affected by her tears must attempt a DC 18 Will save or become overwhelmed with grief for one round, taking a –4 morale penalty to attacks, saves and checks. Once a character successfully saves against the grief effect, the character is then immune to that same effect for 24 hours, though still subject to the acid.

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Her refusal of the comfort of Heaven saddened the gods, but still they forgave her. They never foresaw the path she would choose in the depths of her despair, and so ceased to be concerned with her, believing she would find joy when death came to her and she was reunited with her kin.

Web (Ex): Igwyre, like a monstrous spider, may lower herself silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support her and one creature of the same size. In addition, she can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than her. An entangled creature can escape with a successful DC 23 Escape Artist check or burst it with a DC 27 Strength check. Both are standard actions. Igwyre’s web is comprised of hundreds of sheets of sticky webbing. Approaching creatures must succeed on a DC 20 Spot check to notice her web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points with a damage reduction of 5/—. Igwyre can move across her own web at her listed climb speed and can pinpoint the location of any creature touching the web. Weeping (Su): The very sound of Igwyre’s weeping has dreadful effects on the unprepared. All creatures within 40 feet must attempt a DC 18 Will save or suffer effects based upon their Hit Dice as if affected by blasphemy cast by a 16th-level caster. Consult the PHB for details on this spell. The save DC is Intelligence-based. Regeneration (Ex): Igwyre takes normal damage from good-aligned weapons and from spells with the good descriptor. As long as she has at least 1 Hit Point remaining, she regenerates 8 HP per round. Skills: Igwyre has a +4 racial bonus on Hide, Move Silently and Spot checks, a +8 racial bonus on Climb and Jump checks. She can always choose to take 10 on Climb checks, even if rushed or threatened.

Mutilâan (Independent)

Medium Outsider (Daemon, Evil, Extraplanar, Incorporeal) Hit Dice: 4d8+8 (26 hp) Initiative: +8 Speed: Fly 80 ft. (perfect) Armor Class: 23 (+8 Dex, +5 deflection), touch 23, flatfooted 15 Base Attack/Grapple: +4/– Attack: Touch +12 melee (1d8) Full Attack: Touch +12 melee (1d8)

Space/Reach: 5 ft./5 ft. Special Attacks: Possession, transform host Special Qualities: Daemon traits, damage reduction 10/good, incorporeal, spell resistance 19 Saves: Fort +6, Ref +12, Will +4 Abilities: Str –, Dex 26, Con 15, Int 4, Wis 11, Cha 20 Skills: Bluff +12, Disguise +5 (+7 acting), Hide + 15, Intimidate +12, Listen +7, Spot +7 Feats: Flyby Attack, Improved Initiative

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Environment: Gehenna Organization: Fog (2-10) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Evil Advancement: — Level Adjustment: —

Mutilâan are generally amorphous, vapor-like creatures about five-feet in diameter, although they can reduce their mass to three-feet or even less. They speak no formal languages, communicating with one another through moans and wails.

Combat When a mutilâan, or cloud of mutilâan, encounters a living creature, they swarm towards it, attempting to break past the creature’s defenses and take control over its body. So desperate are they to get out of Gehenna, they are not selective about what kinds of creatures they occupy. Once inside, the possessing daemon tries to force the host to withdraw from combat.

“There is no final death for daemons. When a daemon’s physical body is destroyed, the raw evil formerly contained therein reforms into something darker, more malevolent and, in some ways, more dangerous.” —Siecal Rensforth, cosmosopher Upon destruction, an outsider’s energy returns to its plane of origin to later reform into some new entity, some new manifestation of the plane’s denizens, but lacking a soul, its personality and experiences are lost as they were contained within the vessel of its existence. One glaring exception exists that calls the entire nature of the lifecycles of outsiders into question. Daemons, upon their destruction, survive. When a daemon’s physical body dies, so too do its loyalties and natures. The trapped essence within the daemon breaks free from the meat of its carcass to wander mindlessly for a time in Gehenna. The Exarchs absorb most of the loose essences, breathing in the mists of their incorporeal forms into their own corrupt bodies, savoring the suffering of all. A few, however, escape ultimate consumption, and exist in a quasi-real state, eventually developing a new personality and motivation. These ghostly daemons are the mutilâan. Two overriding interests drive the mutilâan. First, these daemons yearn to be free from the inevitable consumption they face if they remain in Gehenna. Second, they desperately want a body to occupy. These ends often come together, for they can occupy a host creature, which allows them the means to escape their doom. However, when the mutilâan seize control over a host body, the body’s movements are slow, appearing as a zombie. For these reasons, Exarchs command their mercenaries to hunt free-willed undead, to tear them to pieces, and see if those vessels hide any surprises inside. One Exarch, however, sees value in these detached daemons. Mytaxx, hording his own treasures and resources, would rather rely on humanoid servants to serve as his army. Mytaxx’s minions sometimes kidnap mortal vessels and expose them to the mutilâan, who quickly take possession of the body. The newly possessed bodies function as zombie servants, serving the whims of the Golden Miser.

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Possession (Su): Mutilâan have the ability to take control over humanoids and monstrous humanoids. To use this ability, the mutilâan must try to move into an opponent’s space, which, in this instance, does not provoke an attack of opportunity. The target can resist the attack by succeeding at a DC 15 Will save. Afterward, the target is immune to the possession attempt by that particular mutilâan for 24 hours. Once a mutilâan possesses the body, additional mutilâan can attempt to possess the victim in the same manner. For every mutilâan already possessing the body, the target takes a –2 profane penalty to its saving throw. Once the mutilâan possess the target, the target has intermittent control over its body, existing in a sort of half-conscious state. Each day the victim may attempt a new Will save (DC 15 + number of possessing mutilâan) to assert control. On a successful saving throw, the victim regains control over its body, but suffers a –2 profane penalty to all attack rolls, saves, skill checks and AC while possessed. If the target fails, it is transformed (see below) for the day. Once a target is possessed by the mutilâan, only a few things can remove their presence. The easiest way to remove the mutilâan, is to place (or lure) the victim inside a magic circle against evil pointed inward. Once inside, the victim, if it regains control over its body, can walk free of the circle, leaving the daemons trapped inside. A heightened (5th level) remove curse and a heal spell can permanently destroy the possessing mutilâan. Finally, a limited wish, wish or miracle, frees the target of the possessing daemons.

The shifting mass of shadowy vapor twists and writhes in its insubstantiality. It separates, forming into several discrete daemonic entities, before coalescing once more into one condensed mass of transparent limbs, faces, and other parts.

Transform Host (Su): While the mutilâan are in control of the host body, the base creature functions as if it had the zombie template (see the MM for details). The base creature gains all the features of the template, except that it does not change its type to undead. When the target resumes control, their normal statistics resurface.

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Necro-Ripper (Mercenary of Envy) Large Undead (Extraplanar) Hit Dice: 13d10+30 (101 hp) Initiative: +0 Speed: 30 ft. (6 squares) (can’t run) Armor Class: 23 (-1 size, +14 natural), touch 9, flatfooted 23 Base Attack/Grapple: +9/+19 Attack: Claw +15 melee (2d8+6 plus energy drain and mummy rot) Full Attack: 2 claws +15 melee (2d8+6 plus energy drain and mummy rot), Bite +10 (2d6+3 plus paralysis) Space/Reach: 10 ft. / 10 ft. Special Attacks: Attunement, breath weapon, energy drain, mummy rot, paralysis Special Qualities: Construct traits, darkvision 120 ft., damage reduction 10/good, immune to magic, vulnerability Saves: Fort +4, Ref +4, Will +4 Abilities: Str 23, Dex 11, Con —, Int —, Wis 11, Cha 10 Skills: — Feats: — Environment: Gehenna Organization: Solitary, Pair, Wave (4-12) Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 14-26 HD (Large), 27+ HD (Huge) Level Adjustment: — “In Gehenna there are horrors made from horrors, terrors stitched together from terrors.” —On the Planes, by the Great Sage Varish

Breath weapon (Ex): Once every 1d4 rounds, as a free action, a necroripper can belch a cloud of horrific gas, stinking of a long-dead carcass, in a 30-foot cone. Living creatures inside the area of effect must succeed Fortitude saves (DC 16) or be sickened for 1d6+4 minutes. Once the save is made, a creature is immune to this effect for 24 hours. Delay poison or neutralize poison removes the sickened condition. Creatures immune to poison are unaffected and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

With the wrappings of an ancient mummy about its legs, long claws of at the end of its pale arms, and a deformed skeletal head, this lifeless horror radiates cold.

In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil. Necro-rippers are automatons, created only to fight in great hordes. They are particularly suited for battle with demons and devils, as Ulasta regularly hones and perfects their make-up in an effort to better defeat her enemies. Necro-rippers are usually about ten feet tall. They understand commands in Infernal and Abyssal but do not speak.

Combat Designed to defeat demons and devils, necro-rippers are straightforward with their attacks, opening with their breath weapon, while advancing on the nearest foe. Necro-rippers, once engaged, do not cease fighting an opponent until that foe stops moving. A necro-ripper’s attacks are considered evil for purposes of overcoming damage reduction. Attunement (Su): After combating a particular foe for one round, the necro-ripper’s claw attack changes its composition to meet the requirements to defeat the enemy’s damage reduction. Thus, if combating a barbed devil, the necro-ripper’s claw attack on the second round deals good damage. This ability does not provide a means to bypass damage reduction that is undefeatable such as a barbarians 1/-.

Energy drain (Su): Living creatures struck by a necro-ripper’s claw attack gain two negative energy levels. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the necroripper gains 5 temporary hit points.

Mummy Rot (Su): Supernatural disease—claw, Fortitude save DC 16, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. See the Mummy entry in the MM for further details on this supernatural curse. Paralysis (Ex): Opponents bitten by a necro-ripper must succeed at a Fortitude save (DC 16) or be paralyzed for 1d4+1 minutes. This paralysis affects even elves. The save DC is Charisma-based. Immune to magic: Necro-rippers are immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently when used against a necro-ripper, as outlined below. Being in the vicinity of a desecrate confers a +1 profane bonus to the necro-ripper’s attack rolls, damage rolls and saving throws, and +1 hit point per Hit Die. If the necro-ripper is also in the vicinity of an evil altar or shrine, the bonuses increase to +2. Animate dead, if cast upon the creature, functions as the haste spell. Control undead acts as confuse and lasts for 1d3 rounds. Finally, cold-based spells heal the necro-ripper for every point of damage it would have normally inflicted. Vulnerability: Necro-rippers, while not subject to turn attempts, are vulnerable to channeled positive energy. A cleric or paladin that channels positive energy within 30-feet of a necro-ripper deals 1d10 + channeler’s Cha modifier + the channeler’s levels and Hit Dice. The necro-ripper gets no save against this ability.

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Ograq

(Servitor of Lust) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 20 (+5 Dex, +5 natural), touch 15, flatfooted 15 Base Attack/Grapple: +5/+12 Attack: Tentacle +9 melee (1d4+3) Full Attack: 8 tentacles +9 melee (1d4+3), 4 bites +6 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, pheromones Special Qualities: Daemon traits, damage reduction 5/magic, fast healing 3 Saves: Fort +6, Ref +9, Will +5 Abilities: Str 17, Dex 20, Con 15, Int 4, Wis 13, Cha 16 Skills: Escape Artist +13, Intimidate +11, Sleight of Hand +13, Tumble +13, Use Rope +13 (+15 bindings) Feats: Improved Grapple, MultiattackB, Weapon Focus (tentacle) Environment: Gehenna Organization: Solitary, Pair, Orgy (3-30) Challenge Rating: 7 Treasure: Standard Alignment: Always Neutral Evil Advancement: 6-10 HD (Medium), 1115 HD (Large) Level Adjustment: — “There is a rage in my loins that must be loosed. The vessel will be spilled, I care not where.” —The last words of Evarn the Wicked Lust in its raw form has no beauty to it, and the ograq, hideous servants to In’nassi, are the embodiment of lust at its rawest. A creature comprised of penetrating, violent tentacles and dark, slavering orifices, a visit from an ograq is the ultimate punishment for those mortals who have given themselves wholly to the fulfillment of their carnal physical desires.

Ograq speaks Common, Abyssal and Infernal. They are six feet tall. No one knows where ograq A shifting creature of tentacles and gaping maws, this being come from, or even what manner is nauseating to behold. Every tentacle ends in spikes and of creature they are, but ograq frequently visit the Material Plane. thorns and every maw is capped with sharp teeth. Ograq see every combat as an They are summoned through acts opportunity to sate their unholy of unspeakable sexual violation sexual desires. As its first action, committed by mortals who care it attempts to grab its opponent, only for their own gratification. Such mortals may be asleep in a safe and setting up a barrage of bites and penetrations. The ograq does not stop comfortable bed to find suddenly that an ograq lies beside them, ready to until its victim is dead and it satisfied. For the purposes of overcoming embark on a night of lasciviousness and horror. On such occasions, the damage reduction, the ograq’s natural attacks, and any attacks it makes with ograq takes every extremity from the mortal’s body (limbs, sexual organs, a weapon, count as magical. etc.) into its orifices and penetrates every one of the orifice’s orifices with

Combat

its spiked tentacles. At the end of such a night, the mortal is left a bloody pulp and the ograq usually returns to Gehenna, gratified.

Even those of good disposition are not so bothered by the deeds of this creature, given that its acts punish the wickedest and most sinful mortals. However, sometimes the ograq is not satisfied by its night of carnality. For instance, the mortal it has violated might die too early in the night. When this happens, the ograq demands pleasure, and begins to turn its attention to nearby innocents. On such occasions, the ograq can spend days or even weeks in the Material Plane, torturing and killing innocent mortals with its horrors.

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Improved grab (Ex): To use this ability, the ograq must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite and tentacle damage each round until the victim breaks free or dies, utterly violated. Pheromones (Ex): Ograq, as beings of pure lust, emit a weird musk that has unusual affects on others. All living targets within 30-feet of the ograq must attempt a DC 15 Will save or be dazed for 1 round. Regardless of whether victim succeeds or fails its save, it cannot again be affected by this ability for 24 hours.

Volume 2: Hordes of Gehenna

Paesod

(Whisperer of Gluttony) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +3 Speed: 30 ft. (6 squares), fly 30 ft. (clumsy) Armor Class: 24 (+3 Dex, +11 natural), touch 13, flatfooted 21 Base Attack/Grapple: +8/+10 Attack: Bite +10 melee (2d6+2 and disease) Full Attack: Bite +10 melee (2d6+2) 2 claws +8 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Disease, improved grab, feed, rebuke undead, spawn undead, spell-like abilities Special Qualities: Daemon traits, damage reduction 10/cold iron or silver, immune to disease, spell resistance 22, telepathy 120 ft. Saves: Fort +10, Ref +9, Will +8 Abilities: Str 14, Dex 17, Con 18, Int 21, Wis 14, Cha 15 Skills: Balance +14, Bluff +13, Concentration +15, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +14, Hide +14, Intimidate +16, Jump +13, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +13, Move Silently +14, Spellcraft +15, Spot +13, Survival +2 (+4 on other planes) Feats: Combat Casting, Multiattack, Spell Focus (Necromancy) Environment: Gehenna Organization: Solitary (with 1d4 ghouls), Pair (with 2d4 ghouls, School (4-16 with 4d4 to 16d4 ghouls) Challenge Rating: 11 Treasure: None Alignment: Always Neutral Evil Advancement: 9-16 HD (Medium), 17-24 HD (Large) Level Adjustment: — “Isn’t that just darling… why, the little halfling doesn’t want to be eaten… how adorable!” —Queen Raemilla Not all sins of gluttony involve the gorging of oneself on food, ravenously devouring all there is. Most moral lapses simply involve minor sins like sneaking into the larder to steal an extra bite of food, depriving another of their supplies, or stuffing oneself during an exquisite meal. But, the idea of consumption itself has another aspect that most mortals ignore. Consumption always involves the depravation of the life of one in exchange for the survival of another. Plants, food animals and all sorts of life find their way to the gullets of more powerful creatures, but some inner compass restricts the types of food mortals consume. Some codify these forbidden foods in sacred texts. Others just find the idea of eating exotic specimens revolting. In any event, cultures notwithstanding, there are social limits as to what can and cannot be eaten. Mortals that break these barriers, sampling forbidden delights without thought for what they eat, are certain to attract the attention of the paesod. These daemons search the Material Plane, and offer quiet suggestions, implanting urges to consume more and more strange and unwholesome things. Such deviations may include eating forbidden flesh, such as scavenger animals or even worse. Later, at the urgings of the paesod, the mortal may start eating their neighbor’s pets, horrible insects and other unsavory things. Finally, their true corruption takes hold when feasting upon the flesh of sentient creatures and undead, harvesting their bodies to fulfill an unholy hunger implanted by these daemons. The more flesh the mortal consumes, the more attention they draw to themselves, gathering more whisperers to haunt their shadow in the evil plane. Should the mortal break from their unsavory dietary habits, the paseod may travel to the Material Plane to ensure the continuation of the sins. Paseod capture creatures, secretly preparing

the cutlets of humanoid flesh, and tempting the mortal in a direct fashion. In some cases, paseod have gone so far as to carve up the mortal’s family to guarantee that mortal’s damnation with just the first bite. Paseods are just short of seven feet tall. They speak Common, Infernal, Abyssal, Draconic, Giant and Orc.

Combat Paseod prefer to let their undead spawn fight for them, remaining behind and using their spell-like abilities to support their minions. When only one opponent remains, the paseod lunges forward and ensnares the victim in its grasp, where it takes its time constricting and consuming the flesh. Once the paseod fully devours its victim, it digests and passes an undead version of what it just ate. For the purposes of overcoming damage reduction, the paseod natural attacks, and any attacks made with weapons count as evil and magical.

Disease (Ex): The paseod’s bite carries an appalling contagion that softens the victim’s flesh in a matter of rounds, allowing the paseod to consume its opponent quickly. Victims of the paseod’s bite attack must attempt a DC 18 Fortitude save or contract Paseod’s Curse. Upon failing the save, the victim takes 2d6 points of Charisma damage. Each round the victim must attempt an additional Fortitude save against the same DC, or take 1d2 points of Constitution damage. If the victim Stinking of death, its goat head features a mouth filled with succeeds three saving throws in a brown donkey teeth, and its keen eyes shine with amusement. row, the victim naturally overcomes the disease. During this time, the Its great wings conceal its lower body, but you think you victim’s skin tears very easily and spy an arm and a face struggling to break free from some stinks of dung. All damage the incalculable hold hidden in the darkness below it. victim takes during this time is increased by 1d4 per incidence

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(attack, spell, etc.). The disease stops working in 5 rounds, and additional exposure to the contagion during this time has no additional effects, though the victim is subject to a new course of the disease if exposed at the end of the 5-round period. Victims of this disease heal naturally or magically if available. The save DCs are Constitution-based. Improved grab (Ex): To use this ability, the paseod must hit a creature of Large size or smaller with both claw attacks in a round. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may feed on the following round. Feed (Ex): Against a grappled opponent, the paseod may feed, automatically dealing bite damage and exposing the victim to disease. A victim reduced to -10 hit points is fully consumed.

Rebuke undead (Su): A paseod may rebuke undead 5 times per day as a cleric whose level equals its Hit Dice. See the PHB for details on Turning and Rebuking undead. Spawn undead (Su): Victims fully consumed by a paseod pass through its digestive track where they are exposed to its animating juices. Once defecated, the victim rises up, fully reformed as a ghoul, losing all special features of the base creature, but retaining some sense of self. Forever after, it is under the paseod’s control, and may find itself eaten repeatedly through eternity. These spawn can only be restored to life by limited wish or more powerful magic. Spell-like Abilities: At will—cause fear (DC 13), death knell (DC 14), desecrate; 1/day—slay living (DC 17), blasphemy (DC 19). Caster Level 8th. The save DCs are Wisdom-based.

She

(Servitor of Pride) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 10d8+20 (65 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 26 (+3 Dex, +8 insight, +5 deflection), touch 26, flatfooted 23 Base Attack/Grapple: +10/+10 Attack: +2 dagger +12 melee (1d4+2/19-20 and poison) Full Attack: +2 dagger +12/+5 melee (1d4+2/19-20 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Killing beauty, poison, spell-like abilities, spells Special Qualities: Daemon traits, damage reduction 10/good, darkvision 60 ft., immune to poison and disease, unearthly grace Saves: Fort +22, Ref +23, Will +21 Abilities: Str 10, Dex 17, Con 14, Int 18, Wis 13, Cha 36 Skills: Bluff +26, Diplomacy +30, Disguise +13 (+15 acting), Hide +16, Intimidate +28, Knowledge (arcana) +17, Listen +14, Move Silently +16, Perform (dance) +26, Profession (courtesan) +14, Sense Motive +14, Spot +14, Spellcraft +19 Feats: Dodge, Quicken Spell-Like Ability (dominate person), Quicken SpellLike Ability (teleport), Spell Focus (Enchantment) Environment: Gehenna Organization: Solitary (unique), or Entourage (She plus 1d8 blinded eunuchs of a mixed class and race composition) Challenge Rating: 15 Treasure: Triple standard Alignment: Always neutral evil Advancement: — Level Adjustment: — “You are not worthy to know her name. You are not worthy to gaze upon her. You are not worthy to even know the She is, and therefore, you shall be no more.” —Chant of the Guardians of She Gravicarius, the Exarch of Pride, has the best of everything—or so it is said. In his collection one might find the swiftest horse in the multiverse, the sharpest blade, the most impregnable armor. But his collection also includes his companions, talking and breathing creatures that are the greatest at their pursuits, or so they believe. Of these companions are two—He and She, a male and a female—that embody the most perfect form of each sex.

Somehow it will pass, the prophets say, that She and He will come to the Material Plane. They will conquer, for the weak hearts of mortals will break to behold them. She, they say, will come with the moon, riding upon a pale horse and winning empires with honeyed words that hide poison. perfect silk, impeccably clean He, it is written, will arrive with the this tall female form is covered from sun, leading an army of mortals to head to toe. conquest, burning across the earth. And when the world is split between

But Gravicarius is the lord of Pride, and pride does not seek to share. It is the central sin of the seven, and is therefore all of them, including lust and greed. He and She are hidden from view, kept in Gravicarius’ parlors where they please him with their Cloaked in flowing scarves of perfect company.

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The scholars say, however, that He and She are themselves creatures of pride and cannot abide this

and vibrant with color,

incarceration. They seek to be adored. They each seek to have throngs bow before them. They are, after all, perfection personified, and deserve no less.

But what do scholars and prophets know? For now, She is found wandering the halls of Gravicarius’s glorious palace, where none may behold her. Her master will not allow it. She is five feet, ten inches. She speaks Common, Draconic, Auran, Elven, Abyssal and Infernal.

Combat She disdains direct conflict, preferring instead to use her extensive magical arsenal to dominate and manipulate her foes, forcing them to kill one another. If pressed, she reveals herself to her foes, striking dead as many as possible. Of those left, she attacks using her envenomed dagger to extract payment from the living. She’s attacks are considered evil in addition to being magical for purposes of overcoming damage reduction. Unearthly grace (Su): She’s beauty goes beyond the mere physical; it permeates every part of her being. She is so desirable, in fact, that the gods are even smitten with her, bestowing the blessing of unearthly grace upon her. This gift from on high lets She add her Charisma modifier as a bonus to all of her saving throws. Killing Beauty (Su): Beneath the coverings of exquisite silk is the most beautiful female form ever. If she reveals her naked physique, all humanoids within 30 feet—regardless of whether or not they are normally attracted to her gender—must attempt a DC 28 Will save or die. Those who succeed and are normally attracted to individuals of her gender must attempt a second DC 28 Will save, or become obsessed with her, suffering 1d6 points of permanent Wisdom drain, and 1 point of Wisdom drain each day until either the victim’s Wisdom falls to 0 or the victim is healed through a heal and a

remove curse, or wish or miracle. Even a success on the second save results in the character being confused as the spell for 1d6 rounds. Once the initial save, or both saves if the victim is attracted to females, the victims are immune to all future instances of killing beauty for 24 hours, though they are still haunted by the vision of She. This ability is Charisma based. Poison (Ex): She employs a special poison on her dagger attacks. As a free action, She secretes the venom onto the blade. On a successful attack, the target must attempt a DC 17 Fortitude save. A failed save indicates the victim experiences horrific agony as the venom attacks his or her reproductive organs, dealing 1d6 points of permanent Charisma and Constitution drain. Regardless of whether or not the victim succeeded the first save, the victim must attempt another DC 17 Fortitude save 10 rounds later. If the victim fails this save, his or her reproductive organs are destroyed, dealing an additional 1d6 points of Charisma and Constitution drain and rendering the target unconscious for 1d4 hours. Organs destroyed in this manner can only be healed by a heightened regeneration (9th) or through a wish or miracle. The save DC is Constitution based. Spell-like Abilities: At will—dominate person, protection from good, teleport; 1/day—blasphemy, plane shift. Caster Level 15th. Spells: She casts arcane spells as a 15th-level sorcerer. Known Spells (Cast per Day: 6/10/9/9/9/9/8/6, DC 23 + spell level, 25 + spell for Enchantment): 0—acid splash, daze, detect magic, ghost sound, light, open/close, read magic, resistance, touch of fatigue; 1st—cause fear, charm person, color spray, hypnotism, magic missile; 2nd—alter self, glitterdust, protection from arrows, scorching ray, touch of idiocy; 3rd—blink, hold person, rage, suggestion; 4th—charm monster, confusion, crushing despair, polymorph; 5th—feeblemind, hold monster, mind fog, nightmare; 6th—eyebite, greater dispel magic, mass suggestion; 7th—insanity, power word blind.

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the two—the most perfect man and the most perfect woman—they will turn on one another and the world will end.

Shogarr, Consumer of Souls (Servitor of Sloth) Gargantuan Outsider (Devil, Evil, Extraplanar, Lawful)

Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 30 Treasure: Triple Standard Alignment: Always lawful evil Advancement: — Level Adjustment: —

Hit Dice: 54d8+540 (783 hp) Initiative: +4 Speed: 50 ft. (10 squares), Fly 150 ft. (poor) Armor Class: 43 (-4 size, +4 Dex, +16 natural, +17 insight), touch 27, flatfooted 39 “He will awaken. He will awaken, and with him will come fire and the undoing of the Base Attack/Grapple: +54/+81 world. He will awaken and they will tremble in Heaven and quake in Hell. He will Attack: +6 vorpal unholy gargantuan greatsword +71 melee (5d6+28 plus awaken, and it is we who will sound the horn.” 2d6 against good/17-20 +1d6) Full Attack: +6 keen vorpal unholy gargantuan greatsword —The secret doctrine of the Shogarrites +71/+66/+61/+56 melee (5d6+28 plus 2d6 against good/17-20), gore +61 (2d8+7/19-20/x3 +2d6) Many say Shogarr does not even exist. Those legends of him that do exist say Space/Reach: 20 ft./20 ft. he was once the Lord of the Fourth Circle of Hell, called the Consumer of Special Attacks: Aura of woe, frightful presence, spell-like abilities Souls. Shogarr was known to be the cruelest of the Lords of Hell, a difficult Special Qualities: Devil traits, damage reduction 20/epic and good and title to achieve. He was said to be so cruel that his own devils rose up against adamantine, fast healing 20, spell resistance 43, sprint him, enabling him to be displaced by Belial. This occurred so long ago that Saves: Fort +39, Ref +33, Will +39 it has been forgotten by the world, so the legends say, but these legends also Abilities: Str 40, Dex 19, Con 30, Int 27, Wis 30, Cha 29 maintain that he died in the struggle for dominion. Skills: Balance +61, Climb +72, Concentration +67, Diplomacy +11, But there are secret writings, dark texts not even whispered of, that are kept Intimidate +66, Jump +72, Knowledge (arcana) +65, Knowledge (history) hidden by a cult known as the Shogarrites. These writings say that Shogarr is not +65, Knowledge (religion) +65, Knowledge (the planes) +65, Listen +67, dead, but now lies in eternal slumber at the foot of Viasta, the Exarch of Sloth. Sense Motive +67, Spellcraft +67, Spot +67, Survival +67 (+69 on other So profoundly was he wounded in the loss of his domain, the blasphemous texts planes), Swim +72, Use Magic Device +66 (+68 scrolls) explain, that Shogarr had to retreat to Gehenna for refuge, and there he has stayed. Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Empower Spell-Like Ability (meteor swarm), Endurance, Great The Shogarrites maintain that if something called “the great horn” can be Cleave, Improved Bull Rush, constructed and sounded at the time Improved Critical (gore), Improved of a particular aligning of the stars, Sunder, Mobility, Overwhelming the call will carry to Gehenna and Its horns, each as long as a ship’s mast, shine like polished Critical (gore), Power Attack, awake their lord. They believe his metal, while its exposed chest has the color and appearance Quicken Spell-like ability (meteor awakening will signal the end of the swarm), Spring Attack, Weapon of human flesh. With every step it takes, the earth shakes. eternal war between Hell and the Focus (gore), Whirlwind Attack Abyss, that he will rise and unite those

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who cannot be united, leading them in war against Heaven. And, like all cultists, they believe they will be at his side in that hour, and made kings of the world. If all this turns out to be true, Shogarr would indeed be powerful. Though he might not end the eternal war, the sounding of such a horn would bring him to the Material Plane, possessed of the power of a former Lord of Hell. And he would be intent on recapturing his throne. Such an eventuality would indeed be grim for the world. Shogarr, if he exists, is some 50 feet tall. He speaks Common, Infernal, Draconic and Celestial.

Combat Shogarr is a horror on the field of battle. At the beginning of combat, he releases a roar, signaling to all of his minions to charge forward. He sprints into the thick of his enemies, swinging his blade in a continuous arc of death and using his quickened and empowered meteor swarm to lay waste to his opponents. In some situations, Shogarr may ride the tarrasque, truly heralding the end of all there is. Shogarr’s attacks are considered epic, evil and adamantine for purposes of overcoming damage reduction. Aura of woe (Su): Shogarr emits in a 60-foot radius an aura of utter despair and hopelessness. All opponents within the area of effect must attempt a DC 46 Will save or be driven insane as per insanity. The save DC is Charisma-based. Frightful presence (Su): If Shogarr charges, all creatures seeing him—no maximum range—must attempt a DC 46 Will save or be panicked for 1d4 hours. Creatures with more Hit Dice than Shogarr are immune to this ability. Targets who succeed their saving throw are immune to the effects of Shogarr’s frightful presence for 24 hours. Spell-like Abilities: At will—chain lightning (DC 25), implosion (DC 28), mass hold monster (DC 28), mass inflict critical wounds (DC 27), meteor swarm (DC 28), moment of prescience, polar ray, power word blind, power word kill, summon monster IX, wail of the banshee (DC 28); 1/day—storm of vengeance, wish. Cast Level 30th. The save DCs are Charisma based. Fast healing (Ex): As long as Shogarr has at least 1 hit point, he regains 20 hit points per round.

Slumbering Valor (Whisperer of Sloth)

“Why should I risk my life for these people? I have lost friends, wealth, lands and mighty magic for the good of these peasants, and I have little thanks to show for it. Henceforth, my strength is mine and mine alone.” —Letter to Baroness Rygon of Avernast from Sir Whitley Carmichael

If the slumbering valor is discovered, it transforms itself into a two-faced creature, the head of the hero on one end, and its true face on the other. In this form it will fight with all the skill of the hero it has possessed and the further abilities of its daemon form.

Whenever a good hero of considerable ability contemplates abandoning years of work helping others to begin helping only herself, it casts a deep shadow in the Circle of Sloth. There it is observed by the daemons of slumbering valor. These daemons begin whispering to the shadow, encouraging the erstwhile hero to set aside her burdens.

Daemons of slumbering valor speak Abyssal, Common, Draconic, Infernal and the languages of their host hero.

Should the hero listen and begin to pursue the path of selfishness, she is tied to the daemon of slumbering valor that whispered to her. It continues to observe her descent into sloth, delighting at her every act of brazen self-interest. Most often, this goes on unnoticed until the hero’s death, but occasionally the tie becomes all too obvious.

Medium Outsider (Augmented, Daemon, Evil, Native)

Sometimes, when a hero who has fallen to slothful pursuits dies, her soul is caught by the daemon of slumbering valor to which she is tied. They become one creature. The fallen hero may end up spending eternity in the Circle of Sloth, contemplating the error of her ways. But should she ever be raised from the dead, those seeking to bring her back are in for a terrible shock.

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control. It can, and will, pretend to be the hero for as long as it can, seeking to lead other heroes down the path of slothfulness.

In such cases, it is the daemon of slumbering valor that determines of the two whether the raised hero desires to return to life. When she is returned, both daemon and the hero’s soul enter the body. The daemon, however, is in

Sample Slumbering Valor Hit Dice: 10d10+20 plus 4d8+8 (101 hp) Initiative: +1 Speed: 20 ft. (full plate, normal 30 ft.) (4 squares) Armor Class: 24 (+1 Dex, +10 +2 full plate, +3 +1 heavy steel shield), touch 11, flat-footed 23 Base Attack/Grapple: +14/+18 Attack: +1 bastard sword +21 melee (1d10+9) or +1 composite (+4 Str bonus) longbow +17 ranged (1d8+5) Full Attack: +1 bastard sword +21/+16/+11 melee (1d10+4) and bite +16 melee (1d6+2); or +1 composite (+4 Str bonus) longbow +15/15/+10/+5 ranged (1d8+5) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities

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Special Qualities: Darkvision 60 ft., immune to acid and poison, resistance to cold 10, electricity 10 and fire 10, telepathy 100 ft. Saves: Fort +14, Ref +9, Will +10 Abilities: Str 19, Dex 13, Con 14, Int 16, Wis 14, Cha 18 Skills: Climb +9, Concentration +6, Diplomacy +8, Escape Artist -3, Hide -3, Jump +9, Knowledge (religion) +7, Knowledge (the planes) +7, Listen +6, Move Silently -3, Search +7, Sense Motive +6, Survival +10, Swim +5 Feats: Cleave, Combat Casting, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Critical (bastard sword), Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Environment: Any Land Organization: Solitary Challenge Rating: 16 Treasure: Standard Alignment: Neutral Evil Advancement: By character class Level Adjustment: +4 This example uses a 10th-level human fighter as the base creature.

Combat Slumbering Valors, despite their penchant for sloth, if raised to fight, will fight ruthlessly blending their impressive martial performance with their spell-like abilities. Spell-like Abilities: At will—bane (DC 15), doom (DC 15), suggestion (DC 18); 1/day—blasphemy (DC 21). Caster level 14th. The save DCs are Charisma-based. Possessions: +2 full plate, +1 heavy steel shield, +1 bastard sword, +1 composite (+4 Str bonus) longbow, gauntlets of ogre power, cloak of resistance +1, oil of invisibility.

Creating a Slumbering Valor

Spell-like Abilities: A slumbering valor may use the following spells at will—bane, doom and suggestion; and the following spell 1/day— blasphemy. The slumbering valor’s caster level equals the sum of levels and Hit Dice of the base creature. The save DC is Charisma-based.

Special Qualities: The base creature retains all the special qualities, and also gains those described below. “Slumbering valor” is an acquired template that can be added to any living corporeal humanoid or monstrous Darkvision (Ex): Slumbering valors humanoid (hereafter referred to can see in non-magical darkness up as the base creature). Becoming a to 60 ft. Vision is in black and white, Hunched in a corner, this dark figure looks ready to pounce slumbering valor is very much like but otherwise functions as normal and ready to flee all at once. A humanoid, it is literally multiclassing as an outsider and sight. gaining the appropriate Hit Dice. two-faced; its head is locked in a look of pure terror, but its Immunities (Ex): Slumbering back features a face twisted in a malicious smile. A slumbering valor uses all the base valors are immune to acid and creature’s statistics and special abilities poison. except where noted below. Resistances (Ex): Slumbering Size and Type: The base creature’s size does not change, but its type changes valors are resistant to cold 10, electricity 10 and fire. to Outsider. Do not refigure base saves base attacks or any other Telepathy: Slumbering valors may communicate telepathically with any aspect of the base creature for changing type. In addition, the base intelligent creature within 100 ft. Both creatures must share a language creature gains the following subtypes: Daemon, Evil, and Native. for communication to occur. Hit Dice and Hit Points: Same as the base creature plus those of the Base Saving Bonuses: Add the base save bonuses of the slumbering valor slumbering valor, which in this case is 4d8. Determine bonus hit points (+4) to all the saves of the base creature. for the extra Hit Dice from the base creature’s Constitution score. Base Attack/Grapple: Add the slumbering valor’s base attack bonus (+4) to the base creature’s base attack bonus. Attacks: Same as the base creature but also gaining a bite attack at –5 of the base creature’s base attack bonus. The bite is always a secondary attack. Damage: The bite damage depends on the size of the humanoid, as below.

Damage Size

Damage

Small Medium Large

1d4 1d6 1d8

Special Attacks: A slumbering valor retains all the special attacks of the base creature, and also gains the special attacks described below.

Abilities: As the base creature no longer has any control over its body, being subsumed into the possessing daemon, it gains the Intelligence, Wisdom and Charisma scores of the slumbering valor daemon (Int 16, Wis 14, Cha 18). Skills: The base creature retains all of its original skills, though the Key Abilities for those skills likely change. In addition, the base creature gains the possessing daemons skill points [(8 + Intelligence modifier) x 4]. Feats: The base creature retains all the feats it originally had, and gains Combat Casting and Dodge as feats awarded by the daemon. Challenge Rating: +2 Alignment: Slumbering valors are always neutral evil. Level Adjustment: Same as the base creature +4. In addition, the number of racial Hit Dice of the possessing daemon increases the slumbering valor’s character level.

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Spawn of Draqolath (Mercenary of Greed)

Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 4d8+16 (34 hp) Initiative: +1 Speed: 40 ft. (8 squares), Climb 20 ft. Armor Class: 18 (+1 Dex, +7 natural), touch 11, flatfooted 17 Base Attack/Grapple: +4/+7 Attack: Gore +7 melee (1d6+3/x3) Full Attack: Gore +7 melee (1d6+3/x3), bite +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon Special Qualities: Daemon traits, darkvision 90 ft., damage reduction 5/magic, keen senses, smoke, spell resistance 15 Saves: Fort +8, Ref +5, Will +4 Abilities: Str 16, Dex 13, Con 18, Int 7, Wis 10, Cha 11 Skills: Appraise +5, Climb +18, Jump +8, Listen +9, Spot +9, Use Magic Device +7 Feats: Alertness, Multiattack Environment: Gehenna Organization: Solitary, Pair, Company (5-8) Challenge Rating: 5 Treasure: Double standard Alignment: Always Neutral Evil Advancement: 5-8 HD (Medium), 9-12 HD (Large), 13-16 HD (Huge) Level Adjustment: — “Over the millennia, I realized that neither gold, nor gems nor items of raw power could appease me. What I craved… what I needed, and perhaps demanded… was flesh; mortal flesh to worship me. And so I gathered these followers, hundreds of men, women and children, and I let them dwell in my caves. Of course, they were unwilling at first, but in time, they realized what treasures they were to me.” —Draqolath the Gold

Nothing personifies greed more than dragons. Certainly, many mortals confuse the virtue of frugality with miserliness, and dwarves have nearly an unwholesome lust for bright veins of ore imprisoned beneath the bones of the earth. But dragons hoard whatever they can, gathering coin, gems, magical relics and anything else they deem of value in their lairs. This penchant for greed is not exclusive to just the chromatic dragons, for in fact it extends to dragons of all types and colors. One such dragon, famous for her corruption, was Draqolath the Gold. Draqolath’s greed began as any other dragon’s instinctual need to accumulate wealth and hide it away in a deep and well-protected lair. She, like her kin, sacked the lairs of other dragons, preying upon the evil types, exclusively. Her zeal in combating the sons and daughters of evil dragons was greater than her kin, though, and her mercilessness rivaled the most cold hearted of the evil varieties. She crusaded for hundreds of years, collecting vast sums of treasure, and with each cache, her shadow extended deeper into Gehenna. Mytaxx, Exarch of the Circle of Greed, took special interest in this dragon. He was attracted to her incalculable avarice, all committed in the name of good. Forbidding any of his minions from touching her, he personally whispered to the dragon, urging her to weed out the corrupt from within the ranks of her own kind, convincing her that their wealth would add nicely to her own, and preventing its taint from ever touching mortal hands. In time, the seductive voice of greed wormed into her heart, and, in secret, she ambushed her brothers and sisters, betraying them for their treasure. The murder of her brothers and sisters would have been enough to condemn this spirit to the lowest reaches of Hell, but her hubris damned her to Gehenna. Mytaxx, sensing a powerful servant that he desired for his very own, urged Draqolath to collect mortals to worship her, to bask in their inspired attentions and hoard them like her many other treasures. Sensing the value of living treasure, Draqolath kidnapped a mortal village and forced them to occupy her caves. In her madness, she saw these mortals as objects of utility and pleasure, not recognizing their essential needs such as food and water. Over time, the torment of the captives drove most to madness and cannibalism. They set upon one another like wild beasts. Draqolath, believing their acts as homage to her nigh-divinity, encouraged such activities, pitting one faction against another in her massive network of treasure-filled caves. Eventually, the last tortured victim of her greed died of starvation, and with so many murders staining the once-good dragon’s soul, Mytaxx fetched her himself, dragging her bloated form screaming to the wastes of his personal circle. Draqolath lives to this day, but only as the object of Mytaxx’s own limitless greed. So ancient now, she can do nothing else but lie there and birth her warped and twisted brood, fathered by Mytaxx. These pathetic mewling creatures are stunted and lack the true power expected from a dragondaemon crossbreed. In contempt, Mytaxx named these creatures the spawn of Draqolath, keeping their true names for himself. Serving him as soldiers to launch counteroffensives against those that would invade the Exarch’s realm, these creatures have no sense of identity and exist merely to serve. Spawn of Draqolath are just over five-feet tall and weigh 200 pounds. They speak Draconic and Abyssal.

Combat

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The spawn of Draqolath are violent, greedy, and none too smart. In combat, they focus their attacks against the wealthiest looking individual, and when they defeat it, they stop in the midst of the conflict to loot the body, whether it’s dead or not. In many cases, this results in fights between the spawn, which dissolves into a bloody free-forall as each tries to

Smoke (Ex): When agitated or experiencing any extreme emotion, such as those that arise in the heat of combat, spawn of Draqolath create a shroud of smoke from their hides as the fires that burn inside rage out of control. Effectively, this gives the spawn of Draqolath concealment (attacks have a 20% miss chance). The smoke surrounds them always, and if blown clear, say from the effects of gust of wind or similar effects, the smoke reforms on the following round as a free action. This effect remains through the duration of combat, or if the daemon can somehow be calmed, such as by calm emotions.

This horrific man-dragon has small porcine eyes, large horns protruding from the sides of its head and a mouth full of sharp teeth. A muscular tail whips about in agitation behind it, and it has reddish-gold, scaly skin with unusual folds from which escape thin curls of grey smoke.

Breath weapon (Su): Spawn of Draqolath have one type of breath weapon, a 30-foot cone of unholy fire. The cone deal 6d8 points of damage, half of which is fire, the other unholy. Creatures with fire resistance can only resist half of the damage. All creatures within the area of effect are entitled to a DC 16 Reflex save for half damage. The save DC is Constitution-based. Keen senses (Ex): Spawn of Draqolath see four times as well as a human in shadowy illumination and twice as well in normal light. They also have darkvision 120-feet.

Skills: Spawn of Draqolath have a +8 racial bonus to Climb checks and can always take 10 on Climb checks, even if rushed or threatened.

The Taker (Servitor of Greed)

Medium Outsider (Daemon, Evil, Extraplanar)

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claim the swag. For the purposes of overcoming damage reduction, spawn of Draqolath’s natural attacks, and any attack made with weapons, count as magical.

Hit Dice: 16d8+32 (104 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 34 (+5 Dex, +8 insight, +11 natural), touch 23, flatfooted 29 Base Attack/Grapple: +16/+17 Attack: Bite +17 melee (1d6+1) Full Attack: Bite +17 melee (1d6+1), 2 claws +12 melee (1d4), tail +12 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Gaze, Oberius, spelllike abilities, spells, summon Special Qualities: Daemon traits, damage reduction 15/magic and good, fast heal 5, spell resistance 32 Saves: Fort +12, Ref +15, Will +18 Abilities: Str 12, Dex 20, Con 14, Int 17, Wis 27, Cha 19 Skills: Appraise +22, Bluff +23, Concentration +21, Decipher Script +22, Disguise +4 (+6 acting), Intimidate +25, Knowledge (arcana) +22, Knowledge (history) +22, Knowledge (the p1anes) +22, Listen +27, Spellcraft +24, Spot +27, Survival +8 (+10 planes) Feats: Ability Focus (Gaze), Combat Casting, Great Spell Focus (Necromancy), Quicken Spell-like ability (heal), Spell Focus (Necromancy), Spell Penetration Environment: Gehenna Organization: Unique Challenge Rating: 19 Treasure: Double standard Alignment: Neutral Evil Advancement: — Level Adjustment: —

No taller than a grown man, this spindly figure has cold, beady eyes that dart about, taking in everything before it. Whipping around it is a tail, ending in the jabbering head of an old man.

“Go ye not to Heaven, save ye who hold the keys. Go ye not to Hell, save ye who have abandoned hope. Go ye not to Gehenna, save ye who need nothing, for the Taker will take all ye possess and more.” —The Book of Regrets If it ever had a proper name, it is long forgotten. This highly placed servant of Mytaxx, the Exarch of greed, is the guardian of the circle’s gates to the Material Plane. Should any mortal seek entry to Gehenna, they must parlay with the taker.

His duty is clear: to excise a price from all who would pass. He has served as the guardian of the gates since before Mytaxx was Exarch— some say since before there even was a Gehenna and the gates were the only way to reach both Hell and the Abyss.

The taker demands three payments from all who pass—a price in knowledge, a price in power, and a price in possessions. Aiding him in determining what those who come before him might have to offer is his tail, which ends in the head of Oberius, the renowned mortal miser of legend. Oberius can sniff out everything a person has of value and screams it out to the taker, who then demands his three payments.

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Should a person refuse to pay, the gates will not be opened for them. Should they be foolish enough to fight the taker while he guards the gates, they are likely to end up destroyed. If, however, they satisfy his three prices, giving him a valuable piece of information, some of their power (see below for how this works), and a valued possession, they may pass into Gehenna unhindered. The taker stands an unassuming five and a half feet high. If there is a language he does not speak, it has never been discovered.

Combat The taker relies on his spells and spell-like abilities for defenses, and his energy drain-gaze attack to dispatch his foes. His average size and mundane daemonic appearance belie his power and competence as guardian of the gates. The taker’s attacks are considered both magical and evil for purposes of overcoming damage reduction. Gaze (Su): The taker’s eyes emit a special form of energy drain with a range of 30 feet. Victims of this attack can attempt a DC 22 Fortitude save to avoid the gaze, as described in the MM under Gaze. Should they fail the save, the result is 2d4 negative energy levels. To remove the negative energy levels, after 24 hours the victim can attempt another Fortitude save against a DC 22. The save DC is Wisdom-based. The taker can suppress this power if he so chooses. Oberius (Ex): Mounted on the end of the taker’s tail is the head of the great miser, Oberius, who despite his lack of a body retains his wits. Oberius functions like an intelligent item and has the following statistics. AL NE; Int 17, Wis 17, Cha 10; Speech, Telepathy, 120 ft. darkvision and hearing; Ego score Lesser powers: Detect magic at will, hold person 3/day (DC 14), zone of truth 3/day (DC 15). Save DCs are Wisdom-based. Greater powers: Detect thoughts (DC 15) at will. Personality: Oberius was a terrible person in life. His greed was legendary and revered by the daemons of Gehenna, who seized his soul before he died. Sensing an even greater use for this corrupt

mortal, they attached his head to the tail of the taker, allowing him to assist the daemon in collecting payment for entry. Oberius takes the three payments. The information he simply absorbs. Prices of power include 1 level drain (no save to restore) and permanent ability loss in a key attribute such as Strength for a fighter or Intelligence for a wizard. Finally, monetary or an item payment must be made, valued at 1/10th the appropriate amount of gold a character of that level should have. Thus, a 14th level character seeking entry to Gehenna would have to give up 15,000 gold or an item with an equivalent value. Spell-like Abilities: The taker can cast the following spells at will— banishment (DC 21), heal, legend lore ; and 3/day—finger of death (DC 23), mass hold person (DC 21), spell turning, waves of exhaustion (DC 23). Caster Level 16th. The save DCs are Charisma-based. Spells: The taker casts spells as a 16th-level cleric and has access to the Knowledge and Protection domains. Typical Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1; save DC 18 + spell level): 0—read magic (x6); 1st—bane, cause fear, divine favor, doom, entropic shield, obscuring mist, sanctuary *, shield of faith; 2nd—aid, align weapon, bear’s endurance, bull’s strength, death knell, detect thoughts *, owl’s wisdom, resist energy; 3rd—bestow curse, blindness/deafness, dispel magic (x3), clairaudience/ clairvoyance *, magic vestment, prayer; 4th—dimensional anchor, dismissal, divine power, freedom of movement, poison, spell immunity *, summon monster IV; 5th—greater command, insect plague, righteous might, slay living, true seeing *, wall of stone; 6th—antimagic field *, blade barrier, greater dispel magic, harm, mass inflict moderate wounds; 7th—blasphemy, destruction, dictum, repulsion *, word of chaos; 8th—discern location *, earthquake, firestorm, mass inflict critical wounds. *Domain Spell Summon (Sp): Once per day, the taker may automatically summon any daemon whose CR is equal to or less than its own. Fast heal (Ex): As long as the taker has at least one hit point, it heals 5 hit points per round.

That Which Cannot Be (Watcher of Lust)

Huge Outsider (Daemon, Evil, Extraplanar, Psionic) Hit Dice: 24d8+168 (276 hp) Initiative: +8 Speed: 50 ft. (10 squares) Armor Class: 31 (–2 size, +4 Dex, +19 natural), touch 12, flat-footed 27 Base Attack/Grapple: +24/+42 Attack: Bite +34 melee (3d6+15/x3) Full Attack: 2 bites +34 melee (3d6+15/x3) Space/Reach: 15 ft./10 ft. Special Attacks: Psionics, summon daemons Special Qualities: Daemon traits, damage reduction 15/adamantine and good, fast healing 10, immune to all acid, cold, electricity, fire, petrification, polymorph and sonic attacks, spell resistance 30, telepathy 200 ft. Saves: Fort +21, Ref +18, Will +17 Abilities: Str 31, Dex 18, Con 25, Int 8, Wis 17, Cha 20 Skills: Bluff +32, Concentration +34, Diplomacy +7, Disguise +5 (+7 acting), Escape Artist +31, Intimidate +34, Jump +12, Listen +30, Spot +30, Tumble +31, Use Rope +4 (+6 with bindings) Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack, Psionic Charge, Psionic Fist, Speed of Thought While at first you take it to be Environment: Gehenna Organization: Solitary, Pair Challenge Rating: 18 Treasure: Standard Alignment: Always neutral evil

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Advancement: 25-48 HD (Huge), 49+ HD (Gargantuan) Level Adjustment: — “Ye know ye want it, so stop fighting me. If ye don’t stop, ye’ll get the fist a’gin.” —Common words from the Warehouse District in Freeport Certain mortals who are obsessed with carnal pleasures rise above all others. These wicked people find their cravings unfulfilled, either through their apparent desperation or through some hideous malformation of their features. Prevented from finding the physical comforts that they desire, they are forced to watch, to gaze upon in abject lust, those about them, turning to themselves to offer some release. In time, self-fulfillment fails to slake their thirst and they turn to prostitutes for help. Finally achieving some physical connection, the mortal eventually runs out of funds and can no longer afford to have his desires fulfilled. Worse, he gains a myriad of foul diseases guaranteeing that no one will touch him again. Still, his lust runs unabated. In the heat of passion, he turns to stalking the pure women. At first, he simply watches. Then he tries to talk, but finds the disease has so ravaged his features, he can no longer even speak. Finally, he uses physical force to take what he wants, spreading his diseases to the innocent and reveling in his excesses.

an enormous worm with green and violet rings, you realize that at either end of the body are two enormous mouths. Extending from each head are two rigid antennae holding the creature’s eyes. Its whole body writhes in agony or perhaps pleasure, and there is a perfumed scent in the air near it.

Watching the descent of these horrible men and women are unnamed beings, so terrible in form and nature that they have been labeled ille quod fieri non: that which cannot be. There is one such creature for each mortal who gives his or her life over to insatiable lust. The segmented rings catalogue the sins of the offending mortal, and with each depraved act, the daemon grows more powerful.

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Never content to just watch the mortal destroy itself, ille quod fieri non complicate matters, actively taking a role in seeing that the sinful actions continue unabated, such as devouring friends and family that are trying to help. Once the mortal succumbs to the diseases ravaging his body, or dies at the hands of justice, he descends to In’nassi’s realm, where he is painfully devoured by this daemon. The soul’s essence is added to that of the daemon, who then turns its attention on a new mortal to corrupt. That which cannot be measure over twenty feet long. They speak Common, Draconic, Infernal and Abyssal.

Combat That which cannot be is a fearsome combatant, pulling itself into a tight knot to allow it to use both of its bite attacks. Those that avoid its maws, are subject to its diverse assortment of psionics, which it uses to daze, stun and destroy as many enemies as it can. For the purposes of overcoming damage reduction, this daemon’s attacks count as evil and magical. Psi-like Abilities: 3/day—attraction (ML 19th, +9 interaction, DC 35)*, breath of the black dragon (ML 20th, 20d6, DC 21)*, dispel psionics (ML 10th, +20)*, ectoplasmic form, ego whip (ML 15th, 4d4 Cha, DC 23)*, fate of one, inertial armor (ML 20th, +13 armor)*, inflict pain (ML 19th, 9 targets, DC 26)*, intellect fortress (ML 24th, 18 rounds)*, mental barrier (ML 24th, +7 deflection, 8 rounds), mind thrust (21st, 21d10, DC 26), psionic charm (ML 21st, all allowed types, 14 days, DC 26)*, psionic dominate (ML 21st, all allowed types, 5 targets, DC 24)*, psionic suggestion (23rd, 11 targets, DC 17)*, recall agony (ML 24th, 23d6, DC 27). Manifester level 24th. The save DCs are Charisma-based. *Includes augmentation for That Which Can’t Be Named’s manifester level Summon Daemons (Sp): Once per day, that which cannot be can attempt to summon 2d10 uncs with a 75% chance of success, or 1d10 vlogar with a 50% chance of success, or another that which cannot be with a 20% chance of success. This ability is the equivalent of an 8th-level spell.

Unc

(Mercenary of Lust)

Advancement: 3-4 HD (Medium), 5-6 HD (Large) Level Adjustment: —

Tiny Outsider (Daemon, Evil, Extraplanar)

“Great colonies of uncs swarm the fields of Gehenna. They seem to be a natural extension of the circles, reflecting the physical qualities of the place. How they fit into Gehenna’s ultimate hierarchy, we do not know, but despite their alien beauty, they are quite malevolent like everything else in that fell place… oh, and the venom in their tails is quite deadly.”

Hit Dice: 2d8 (9 hp) Initiative: +7 Speed: Fly 40 ft. (perfect) Armor Class: 19 (+2 size, +7 Dex), touch 19, flatfooted 12 Base Attack/Grapple: +2/–8 (+4 when attached) Attack: Barbed tail +11 melee (1d6-2 and poison) or touch +11 melee (attach) Full Attack: Barbed tail +11 melee (1d6-2 and poison), bite +6 (1d3-2) or touch +11 melee (attach) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, burrow, gestate, poison Special Qualities: Air mastery, blindsight 120 ft., daemon traits, immune to poison and disease, resistance to acid, cold, fire and electricity 5, sonic vulnerability Saves: Fort +3, Ref +10, Will +3 Abilities: Str 6, Dex 25, Con 10, Int 3, Wis 10, Cha 1 Skills: Hide +15, Listen +5, Move Silently +12, Spot +5, Survival +5 Feats: Flyby Attack, Weapon FinesseB Environment: Gehenna Organization: Solitary, Pair, School (6-60) Challenge Rating: 2 Treasure: None Alignment: Always neutral evil

—Gregor the Wise, planar traveler The Circle of Lust is an orgy of perversity, debauchery and wickedness. The creatures there fornicate in desperation, never gaining respite from their appetites. Fueling their wanton behavior is the Exarch who lords over this realm, exuding the same degree of sick desires as its minions. Of all the creatures here, it is In’nassi who is the most fecund, coupling some thirty times in a day. Male offspring of In’nassi’s unions are called uncs. These disturbing creatures fly through the plane, possessing an alien and instinctual purpose. Most clump together, working for similar goals, and are likely to impregnate some hapless traveler. Rarely, a school of these creatures slips free from Gehenna to work their dark corruption on an unsuspecting populace.

Proud of its spawn, In’nassi uses these creatures to torture new lovers brought to its palace of infinite delights and woes. The Exarch exposes exceptional lovers, those This odd creature looks like a floating jellyfish, except that that live through the experience, to a it sails through the air, dangling a barbed tail that looks profusion of these daemons, where similar to a spinal column. Small cilia whip about, extending they take root and develop into from the central mass of the thing. At the top of the horror new horrors, born from the wasted shell of its victim. Enemies have is a ring of teeth that surround a stinking maw. learned to use caution when invading

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In’nassi’s realm, for clouds of these things descend and impregnate their forces, creating more enemies in the wake of their passage. Uncs are about a foot long. They understand, but do not speak, Common, Draconic, Infernal and Abyssal.

Combat Uncs attack to implant themselves in their target. They attack foes with light or no armor as these have the least chance of resisting their attack. They always employ flyby tactics until they score a hit, at which time they attach and burrow. Attach (Ex): If an unc hits with a touch attack, it uses its cilia to latch onto the opponent’s body. An attached unc is effectively grappling its prey, losing its Dexterity bonus to AC and has an AC of 11. Uncs have a +12 racial bonus to grapple checks (already figured into the Base Attack/Grapple entry above). An attached unc can be struck with a weapon or grappled. To remove an attached unc through grappling, the opponent must achieve a pin. Burrow (Ex): An attached unc automatically deals bite damage each round as it burrows into its victim, searching for its spine. Uncs find the spine after 1d4 rounds of burrowing, and then anchors itself, paralyzing its foe (no save). If someone pulls the unc out of the target when so anchored, there is a 50% chance of permanently paralyzing its victim (treatable by heal). The only safe way to remove an anchored unc is by killing it with magic or weaponry and extracting it through a DC 25 Heal check. If allowed to remain, it begins gestating on the following round. Gestate (Su): An anchored unc begins to transform itself into a fetus 1d6 minutes after anchoring itself to the spine. After 1d4 hours, the fetus fully forms into a vlogar (see page 134), and bursts free from its host dealing 10d6 points of damage. As “thanks” for birthing it, the vlogar violates its “parent.” Poison (Ex): The unc’s tail carries a mild paralytic toxin. Those struck by the unc’s tail, must succeed a DC 11 Fortitude save or be paralyzed for 1d4 hours. There is no secondary effect for this poison. The save DC is Constitution-based. Air mastery (Ex): Airborne creatures receive a –1 penalty on attacks and damage rolls against an unc. Sonic vulnerability (Ex): Uncs take double damage on a failed save against sonic attacks.

U’ulgan

(Lord Commander of the Companions of Malice, Servitor of Wrath) Huge Outsider (Daemon, Evil, Extraplanar)

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Environment: Gehenna Organization: Unique, Company (400 footmen, 20 lieutenants, captain), or Battalion (2-6 Companies) Challenge Rating: 25 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: —

Hit Dice: 20d8+143 (233 hp) Initiative: +0 Speed: 50 ft. (full plate, normal 60 ft.) (10 squares) Armor Class: 34 (-2 size, +0 Dex, +13 natural, +13 +5 full plate armor), touch 8, flat-footed 34 “After they killed our king, my master was consumed with hatred and a lust for vengeance. Base Attack/Grapple: +20/+40 He sought to hire an army to bring down the infidels who had toppled the golden spires of Attack: Gyvast the Foe’s Bane +33 (+35 against humans) melee (3d6+20 our homeland. Late one night, bringing him something to eat after a day’s full of work in plus 2d6 against good foes 2d6 against humans, crit 15-20) his study, I discovered with horror the source of this army. May the gods forgive him the Full Attack: Gyvast the Foe’s Bane +33/+28/+23/+18 (+35/+30/+25/+20 bargain he made that night. May they forgive us all…” against humans) melee (3d6+20 plus 2d6 against good foes plus 2d6 against —The journals of Willem Small, apprentice to archmage Quirgan the Radiant. humans, crit 15-20) and tongue +26 melee (1d8+6 and poison) Space/Reach: 15 ft./15 ft. (20 ft. with tongue) When Gehenna was new, several demon lords came to the Circle of Wrath Special Attacks: Gate, Gyvast the Foe’s Bane, improved grab, mighty rage demanding that Tyrexxus surrender all his lands to them. One of these lords, (6/day), poison, spell-like abilities Zhar’Ub-Luur, greatest liar among all demon-kind, told Tyrexxus’ servants Special Qualities: Companion traits, daemon traits, damage reduction that they would be taken to the Abyss and forced for eternity to consume the 10/epic, fast healing 5, stability excrement of Demogorgon if they continued to support their Exarch—and Saves: Fort +19, Ref +12, Will +14 so great was his skill in trickery, that nearly all believed him. The entire circle Abilities: Str 35, Dex 11, Con 25, Int 14, Wis 14, Cha 18 prepared to revolt against the master Skills: Climb +35, Diplomacy of wrath, save one. +27, Intimidate +27, Jump U’ulgan, a creature of seemingly +35, Knowledge (history) +25, Twenty feet high, this impressively muscled figure appears boundless rage, was discovered Knowledge (the planes) +25, clad in armor of bone. In his hand is a blade at least ten feet to have one other trait: loyalty. So Listen +25, Spot +25, Swim +35, long and five feet wide. With a darting, barbed tongue that fierce was his loyalty to his Exarch Survival +25 (+27 on the planes) that before the rebellion could Feats: Cleave, Diehard, EnduranceB, drips venom, this thoroughly dangerous-seeming creature’s begin, as Zhar’Ub-Luur spoke to the Great Cleave, Improved Critical most frightful feature is its eyes. They gleam with hatred for servants of the circle, U’ulgan leapt (falchion), Power Attack, everyone and everything, with an unyielding rage. upon him for daring to threaten his Toughness, Weapon Focus master. Zhar’Ub-Luur, a lord of (falchion)

Before the entire Circle of Wrath, U’ulgan pinned the interloper from the Abyss, splitting open his belly and pulling out his liver. “This is what happens to those who oppose Tyrexxus!” he cried and ate the quivering brown organ. Not content with this lesson, he further shamed Zhar’UbLuur by forcing open his mouth and defecating into it, all the while yelling, “Tell Demogorgon how mine compares.” After this, there was no talk of rebellion in the Circle of Wrath. When Tyrexxus learned of what transpired, U’ulgan was rewarded well. He was placed in command of the newly formed Companions of Malice, which was promptly hired out to join a campaign of the infernal lord Baal’s against the forces of the Abyss. U’ulgan has grown no less fierce over the millennia. He has, however, grown more powerful. He has gained many abilities that most use to avoid fights, all of which he uses to make sure he can force his foes to face him. He leads the Companions into battle, usually deciding on tactics that are most likely to result in the utter humiliation of his foes. As a creature of wrath, he is consumed with hatred for his enemies, seeking to break not just their bodies but their spirits as well. U’ulgan wields the cold-forged falchion, Gyvast the Foe’s Bane. Won in a campaign long ago, the blade is deadly against infernal and abyssal foes, but particularly terrifying to mortal foes—it is capable of destroying them with a single cut.

Dedicated power: Once per round, the falchion may use slay living against an opponent it strikes. Only humanoids are subject to this power, and are entitled to a Fortitude save (DC 18) or they die. On a successful save, the victim suffers an additional 3d6+15 points of damage. The spell effect functions as if cast by 15th-level caster and the save DC is Wisdom based. Personality: Gyvast is just as bloodthirsty as his master, taking special delight when he takes the head off of his foes, letting loose a sigh of ecstasy with every victim that falls to his might. Gyvast was owned by powerful daemon of unknown origin that used the blade to cut off the manhood of his victims. U’ulgan, hired to slay this demented daemon, took the opportunity to use the blade to castrate the fiend with this falchion, before killing him with it. Gyvast, never before wielded by a being of such power, agreed to serve U’ulgan in his efforts to lead the Companions of Malice to victory in every confrontation. Strong Necromancy and Transmutation: CL 21st; Artifact

When one wishes to hire the Companions of Malice, it is U’ulgan that must be dealt with. He sets prices in souls, favors and evil deeds. He is particularly happy to take on tasks that pertain to revenge, which he has always savored.

Fast Healing: U’ulgan, provided he has at least 1 hit point, heals 5 points of damage every round.

Like those he commands, his tongue drips with deadly poison, though he rarely uses it—he’d much rather fight. U’ulgan speaks Abyssal, Celestial, Common, Draconic, Dwarven, Elven, and Gnome.

Improved Grab (Ex): To use this ability, U’ulgan must hit an opponent with his tongue attack. If he succeeds, he may immediately start a grapple as a free action without provoking an attack of opportunity.

Combat

Mighty Rage (Ex): U’ulgan is hatred and violence personified. On his turn, as a free action, he may enter a rage, gaining a +8 bonus to his Strength and Constitution, a +4 bonus to his Will saves and a -2 penalty to AC, functioning as a 20th level barbarian. The rage lasts for 14 rounds and he is not fatigued when the rage ends. See the PHB for details on barbarian rage.

Aside from Tyrexxus himself, U’ulgan is likely the most fearsome daemon in all of Gehenna. He never flees from a fight, never retreats, is utterly brutal and is a nightmare on the battlefield. He uses his spell-like abilities to bring him to the place of the heaviest fighting. U’ulgan’s commitment to destruction inspires loyalty in his troops, who would willingly die for their lord. U’ulgan’s attacks are considered epic for purposes of overcoming damage reduction. Gate (Sp): Once per week, U’ulgan can open a gate to Gehenna and call forth 1d4 extra companies from his reserves. This ability functions exactly as the spell, except the gate, for the servitor, has no XP cost. See the PHB for more details on this spell. Gyvast the Foe’s Bane: +2 human bane unholy vorpal falchion; AL NE; Int 10, Wis 17, Cha 17; Speech, telepathy, 120 ft. darkvision and hearing; Ego score 24 Lesser Powers: Cure moderate wounds (2d8+3) on wielder 3/day, darkness 3/day, Item has 10 ranks in Sense Motive (total modifier +13) Special Purpose: Serve Tyrexxus’ interests

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trickery, was not prepared for the force of this lesser creature’s onslaught and was caught at a disadvantage.

Poison (Ex): U’ulgan’s barbed tongue carries a lethal toxin that forces an opponent damaged by the tongue attack to attempt a Fortitude save (DC 27) or the poison deals 2d6 points of Constitution damage and 1d6 points of permanent Charisma drain, dissolving the victim’s body. Ten rounds later, the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 2d6 points of Constitution damage. The save DC is Constitution-based. Spell-like Abilities: U’ulgan may use the following spell-like abilities at will—blasphemy (DC 21), expeditious retreat, lightning bolt (DC 17), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, unholy aura (DC 22); 1/day—crushing hand (DC 23). Caster level 20th. The save DCs are Charisma-based. Stability (Ex): U’ulgan, like all members of the Company, is quite stable when on his feet. U’ulgan gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

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Vashtuk (Independent)

Small Outsider (Evil, Extraplanar) Hit Dice: 22d8+22 (121 hp) Initiative: +7 Speed: 50 ft. (10 squares), fly 150 ft. (good) Armor Class: 35 (+1 size, +3 Dex, +21 natural), touch 14, flat-footed 32 Base Attack/Grapple: +22/+19 Attack: +6 keen unholy cold iron dagger of speed +30 melee (1d3+6 plus 2d6 against good foes/1720) or +2 small composite shortbow (+1 Str bonus) +28 ranged (1d4+3/x3 plus slaying), or claw +24 melee (1d3+1) Full Attack: +6 keen unholy cold iron dagger of speed +30/+30/+25/+20/+15 melee (1d3+6 plus 2d6 against good foes/17-20) or +2 small composite shortbow (+1 Str bonus) +28/+23/+18/+15 ranged (1d4+3/x3 plus slaying), or 2 claws +24 melee (1d3+1), bite +19 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Blasphemous benediction, grant temptation, probe soul, smite, spell-like abilities, spells, unholy compact Special Qualities: Damage reduction 15/epic and good, darkvision 60 ft., holy interdict, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues, unsettling aura Saves: Fort +18 (+22 against poison), Ref +18, Will +19 Abilities: Str 12, Dex 17, Con 13, Int 23, Wis 23, Cha 27 Skills: Bluff +35, Concentration +26, Diplomacy +37, Disable Device +33, Disguise +10 (acting), Escape Artist +28, Forgery +33, Hide +24, Intimidate +10, Listen +31, Move Silently +28, Open Lock +30, Search +31, Sense Motive +31, Sleight of Hand +31, Spellcraft +31, Spot +31, Survival +6 (+8 following tracks), Use Rope +3 (+5 with bindings) Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track Environment: Gehenna Organization: Solitary (unique), Cult (Vashtuk plus 40-400 goblins plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 2 lieutenants of 5th-level, 1 leader of 8th-level, 10-24 daemonic* [fiendish] worgs, and 2-4 daemonic [fiendish] dire wolves) Challenge Rating: 25 Treasure: Triple standard Alignment: Always neutral evil Advancement: — Level Adjustment: — *Use the Daemonic template from the Unholy Warrior’s Handbook, or the fiendish template if you don’t have access to the UWHB. “The goblins had built themselves an altar. With the blood of our babies, the babies of Weitsberg, they had consecrated it to some foul god, grinning and terrible. We destroyed them all utterly, but there was no relief for us in the act. In the name of their god, they had destroyed us just as surely.” —The Journals of Armarius Torvald Graybeard Gehenna is home to wanderers from many planes, including petty gods and outsiders who have nowhere else to go. One such transient who calls the Circle of Greed his home is Vashtuk, whom the goblins call “the smiling god.”

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Vashtuk is worshipped by many goblin tribes, who believe that he will favor them with guile in their battles against bigger creatures. And indeed, he is filled with guile—having convinced the goblins that he is a god, or that he is even a goblin.

Once a servant in Heaven to the God of Laughter, Joy and Riches, Vashtuk was high among the celestial host. But over the years he became too enamored with his Lord’s many trinkets and riches, until at last he became obsessed with one belonging in particular: a golden drinking cup. Vashtuk thought, “it is only the smallest of things, this little cup—he shall never miss it!” and so took it as his own. But Vashtuk had not known that this cup was a gift to his Lord from his Lord’s sister, the Goddess of Love and Beauty. Indeed, it was a reflection of her fairness captured in the gold of the cup that made Vashtuk so obsessed. One day, when the goddess came to visit her brother, they chose to have wine. She asked her brother why he did not drink from the cup she had given him. When he could not find it, she became convinced he had given away the cup to a goddess he was wooing. She flew into a wild rage and left, infuriating Vashtuk’s Lord. Soon enough, the theft was uncovered, and Vashtuk was cast out of Heaven. His Lord declared upon casting him out: “If you will steal trinkets and skulk about at the heels like a miserable goblin, then a miserable goblin you will be! By this mark you will have to remember me by. The greater your misery, the more forcefully will you laugh at the poverty of your existence. For laughter is my gift and you shall have it until you choke!” And so it was. Vashtuk was made into the likeness of a goblin and since then has sought to make some measure of an existence for himself. Still quite powerful, he seeks to accumulate wealth, hoping that with enough he will be able to buy his way back into Heaven. To this end, he has convinced many goblins that he is their god and takes offerings from them. Sometimes he even comes to their aid, especially if he sees a way to benefit from it monetarily. Vashtuk is four and a half feet tall with a wingspan of five feet. He speaks Common, Celestial, Auran, Goblin, Abyssal, Infernal, Orc, and Giant.

Hardly imposing, this figure appears to be a winged goblin with a plain, iron dagger in its hand. Its most distinguishing feature is its great, grinning mouth; the creature never stops smiling.

Combat Vashtuk is a conniving opportunist, and a reveler in his own might. Thoroughly evil, only the most powerful of celestials can stand against him. Vashtuk’s +2 small composite shortbow can create any sort

For full descriptions of abilities common to fallen celestials, see the fallen celestial template on page 161. Blasphemous Benediction (Su): Vashtuk grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. Probe Soul (Su): The Will save to resist Vashtuk’s persuasion has a DC of 29. Smite (Su): Once per day, Vashtuk can make a single melee attack roll with a +4 bonus to the attack roll and a +20 bonus to damage. Vashtuk must declare the smite attempt prior to making the attack. He can use this ability once per day. Spell-like Abilities: At will—aid, animate objects, bestow curse (DC 21), cause fear (DC 19), commune, contagion (DC 21), continual flame, dimensional anchor, greater dispel magic, imprisonment (DC 27), invisibility (self only), lesser restoration (DC 20), polymorph (self only) power word stun, resist energy, summon monster VII, speak with dead (DC 21), waves of fatigue; 3/day—blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, unholy blight (DC 22), waves of exhaustion; 3/day—unholy aura; 2/ day—charm person (DC 19), disguise self, protection from good; 1/day—blasphemy (DC 25), command (DC 19), dispel good (DC 23), fire storm (DC 25), greater restoration (DC 25), misdirection (DC 20), nondetection, power word blind, power word kill, power word stun, prismatic spray (DC 25), soul bind (DC 27), suggestion (DC 21), summon monster IX (NE fiends), unhallow, wish. Caster level 20th. The save DCs are Charisma-based. The following abilities are always active on Vashtuk’s person, as the spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but he can reactivate them as a free action.

Spells: Vashtuk can cast divine spells as a 20th-level cleric, and spells with an evil descriptor as a 21st level cleric. He has access to the Destruction and Evil domain. The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5; save DC 16 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st— bane (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), darkness, desecrate*, eagle’s splendor; 3rd—contagion*, invisibility purge, magic circle against good, prayer (2), protection from energy, wind wall; 4th—dismissal (2), divine power (2), inflict critical wounds*, poison (2); 5th—break enchantment, dispel good, mass inflict light wounds*, plane shift, righteous might (2), symbol of pain; 6th—animate objects, banishment, harm*, mass inflict moderate wounds (2), word of recall; 7th—blasphemy*, destruction, ethereal jaunt, regenerate, repulsion; 8th—earthquake, fire storm, mass inflict critical wounds (2), unholy aura*; 9th— energy drain, etherealness, implosion*, miracle, storm of vengeance. *Domain spell. Domains: Evil and Destruction. Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Vashtuk. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (as a 20th-level caster). This aura can be dispelled, but Vashtuk can create it again as a free action on his next turn. (The defensive benefits from the circle are not included in his above statistic block.) Regeneration (Ex): Vashtuk takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

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of slaying arrow when drawn. Vashtuk also wields a +6 keen unholy cold iron dagger of speed. Vashtuk’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.

Unholy Compact (Su): A soul bound by this agreement is trapped in Vashtuk’s domain in the Circle of Greed in Gehenna upon death. Unsettling Aura (Ex): The Will save to resist Vashtuk’s unsettling aura has a DC of 29.

Vecrose

(Watcher of Wrath) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 7d8+21 (52 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 21 (+4 Dex, +7 natural), touch 14, flatfooted 17 Base Attack/Grapple: +7/+13 Attack: Claw +14 melee (1d6+6) or stunning ray +11 ranged touch (stuns) Full Attack: 2 claws +14 melee (1d6+6) or stunning ray +11 ranged touch (stuns) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, curse of lycanthropy, stunning ray Special Qualities: Daemon traits, darkvision 120 ft., damage reduction 10/cold iron or good, fast healing 2 Saves: Fort +8, Ref +9, Will +7 Abilities: Str 22, Dex 19, Con 16, Int 7, Wis 14, Cha 11 Skills: Climb +16, Escape Artist +14, Intimidate +10, Jump +16, Spot +12, Survival +12 Feats: Ability Focus (curse of lycanthropy), Weapon Focus (claws), Weapon Focus (stunning ray) Environment: Gehenna Organization: Solitary, Pair, Pack (3-18) Challenge Rating: 8 Treasure: None Alignment: Always Neutral Evil Advancement: 8-14 HD (Medium), 15-21 HD (Large) Level Adjustment: —

“Let the night eye awaken us, let it bring forth the beast within, and wash us with the blood of the weak. Let loose the howl of the wolf, the hunger of the inner monster. Let the chattel fear, for wrath walks the land. “ —Common invocation among the B’Tar tribe, spoken by the shaman before war. It is said that wrath’s influence on the mortal world is best captured in the existence of lycanthropes, for they clearly represent the beast inside. They are the monster lurking in every man and woman and a horrifying depiction of the classical struggle with human morality. When a mortal gives into anger and violence, for a moment, something primal, something bestial, emerges in their features. And in this emergence is the horror of raw unchecked violence born. The vecrose watch mortals lapsing into anger and violence, cataloguing every incident and triumphing as the mortals’ souls grow darker with the stain. Unlike the other watchers of wrath, these daemons are concerned with the prolonged release of anger, the extent of the duration and the effects on those around the offending mortal. Simple outbursts of violence are interesting, but the longer tirades are what excite the vecrose. The greater the destruction and the more lives ruined, the better.

On cloven hooves, this bipedal creature prowls the night, two red eyes watching the ground, while a third scans elsewhere for signs of its prey. Its dark skin softly glows with odd luminescent markings and its long muscular tail curls and straightens in expectation, with hands clutching and releasing, working in barely suppressed rage.

Mortals whose wrath is so capricious and misdirected as to alienate themselves from their societies are those most beloved by the vecrose. These mortals, driven to despair by their loneliness, touch a special chord with these monsters. The daemons take pity on the suffering and pay a special visit to their favored sinners. On the Material Plane, they search out the exile and give him a gift,

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transforming him into a particularly violent lycanthrope such as a werewolf or wereboar. They then take the mortal back to civilization, preferably to where his or her family resides, on the night of a full moon and release the twisted monster among the unsuspecting victims. The vecrose watch and record the events, clapping each other on the backs as the violence escalates, until the community finally rallies and kills the threat. The vecrose always hurry back to Gehenna to greet and congratulate the damned spirit before sending him off to his own eternal punishment. Vecrose are six feet tall. They speak Common, Draconic, Infernal and Abyssal.

Combat

round. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it transmits the curse of lycanthropy on the next round. Curse of Lycanthropy (Su): Any humanoid or giant held by a vecrose must attempt a DC 17 Fortitude save or contract lycanthropy. The type of lycanthropy is entirely random. Each time the vecrose uses this ability roll on the following table. A vecrose can only use this ability on a target creature that does not already have lycanthropy and only once per target. Regardless of the type of lycanthropy resulting, the target’s alignment always changes to evil.

Curse of Lycanthropy

Vecrose enjoy combat, and giggle throughout the conflict. They see melee as an exceptional opportunity to assess good candidates for lycanthropy. They employ non-lethal tactics to contain their violent opponents, making every effort to keep them alive. Once they have done so, they infect the target with lycanthropy and release it back into the world. For the purposes of overcoming damage reduction, vecrose’s natural attacks, and any attacks made with weapons count as evil and magical.

Roll Result 1 2 3 4 5 6

Wereboar Wererat Werewolf Werebear Weretiger GMs choice

Stunning ray (Su): From the vecrose’s third eye, it may fire a ray of dazzling light up to 30 feet away once every 1d4 rounds. Targets struck by the ray must attempt a DC 17 Fortitude save or be stunned for 1 round. The save DC is Dexterity-based.

Improved grab (Ex): To use this ability, the vecrose must hit a creature of Large size or smaller with both claw attacks in a

Venenézle

(Mercenary of Sloth) Fine Outsider (Daemon, Evil, Extraplanar) Hit Dice: ½d8 (2 hp) Initiative: +8 Speed: 5 ft. (1 square) Armor Class: 26 (+8 size, +8 Dex), touch 26, flatfooted 18 Base Attack/Grapple: +1/–20 Attack: Touch +16 melee (poison) Full Attack: Touch +16 melee (poison) Space/Reach: 2 ½ ft./0 ft. Special Attacks: Poison, embed, spell-like abilities Special Qualities: Daemon traits, weightless Saves: Fort +2, Ref +10, Will +2 Abilities: Str 1, Dex 26, Con 11, Int 4, Wis 11, Cha 10 Skills: Balance +12, Hide +28, Move Silently +12, Listen +4, Spot +4 Feats: Weapon Finesse Environment: Gehenna Organization: Solitary Challenge Rating: ½ Treasure: Standard Alignment: Always neutral evil Advancement: — Level Adjustment: — “Oh, just rest a while. There’s nothing that needs to be done today that can’t be accomplished tomorrow. Relax...”

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—Whisperers of Sloth

Viasta has little interest in anything happening in or around his domain. He lies in a torpid slumber, rarely shifting, never speaking, and offering no direction to the daemons that serve him. Oblivious to the world around him, small seedlings find purchase in his skin. In time, they root in his flesh and grow, feeding upon the nourishing daemonic blood, sweat and flesh. These tiny plants gain some semblance of awareness, becoming venenézle, but lacking any motivation to move about on their own, and so sprout all over the body of the daemonic master. Considering their poor roots and their small frames, a light breeze is all that is needed to dislodge them from their host and blow them through air, not unlike dandelion seeds. Occasionally a bored daemon gathers a handful from their master and tosses them into the air to blow about until they find new homes on the body of another daemon or on a hapless mortal.

Daemons are watchful for these infestations and pluck them from their skin before the venenézle can do any harm. In fact, many daemons eat these creatures, seeing them as a form of delicacy. However, when a mortal picks up one of these creatures in his hair or clothes, the daemon searches out a spot to nest and burrows into the skin. There, the daemon gradually poisons the victim, At first, this creature looks like a very small plant covered introducing soporific toxins into with spines. Soon after you notice it though, it moves, twisting the blood eventually resulting in a its tiny face to peer up at you. The face has a large hook comatose state.

growing out of its chin that glistens with venom. Out of its back grow what seem like stalks, but in actuality are very clearly tentacles that terminate in hooked barbs. Completing the horror is its soft whisper, urging you to relax and rest.

Venenézle are two inches tall. Though they speak Common, Draconic, Infernal and Abyssal, they rarely do unless embedded.

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Combat These creatures never directly attack a target, but instead passively control their victim once they land upon it. Quite fragile, they are easily destroyed, being only a threat to the unwary. Poison (Ex): Whenever the venenézle touches an opponent, that opponent must succeed at a DC 18 Will save or the poisonous touch of the creature numbs the spot on which it lands, preventing the target from noticing it. The poison has no additional effect. The save DC is Dexterity-based. On the following round, the daemon may embed itself in the target. Embed (Ex): Having landed on the target, the daemon begins to embed itself under the skin. The target must succeed another DC 18 Will save or the numbing touch of the venenézle prevents the target from learning of the parasite. Once embedded, the venenézle begins to erode the targets will, gradually corrupting and encouraging it to shirk his responsibilities. Each day an embedded venenézle permanently drains 1 point of Wisdom. The target must then succeed a DC 10 Will save or his alignment permanently shifts one step towards evil. If the victim notices the venenézle, or if the parasite is brought to his attention, he may easily crush the infinitesimal fiend, thereby removing the threat. Spell-like Abilities: At will—feather fall, invisibility, suggestion (DC 13). Caster Level 5th. The save DCs are Charisma-based. Weightless (Ex): Venenézle are so small, they weigh virtually nothing. While embedded in a target, the target may never notice he’s been attacked. On the other hand, a light breeze is enough to dislodge an unattached venenézle.

Vespertiliac (Watcher of Wrath)

Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 6d8+6 (33 hp) Initiative: +3 Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 21 (+3 Dex, +8 natural), touch 13, flatfooted 18 Base Attack/Grapple: +6/+8 Attack: Claw +8 melee (1d4+2) Full Attack: 2 claws +8 melee (1d4+2), bite +6 melee (1d6+1), tail +6 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce, rage, rake 1d4+1, rend 2d4+4, shriek Special Qualities: Blindsight 60 ft., daemon traits, damage reduction 10/good, regeneration 2 Saves: Fort +6, Ref +8, Will +5 Abilities: Str 15, Dex 16, Con 13, Int 8, Wis 10, Cha 13 Skills: Bluff +10, Diplomacy +3, Hide +12, Intimidate +10, Listen +9, Move Silently +12, Spot +9, Survival +9 Feats: Cleave, Multiattack, Power Attack

Wrath is the most spectacular of mortal sins, for it is easily the most demonstrative and has the most profound results. Anger is common, something almost every person with a personality is bound to experience. But when anger leads to the harm of an innocent—someone undeserving of the attack—is when simple anger becomes a mortal sin. Through cutting words, or physical violence, the mortal’s shadow grows a little darker and little longer in Gehenna. Watching over these shadows are the vespertiliacs, foul daemons that catalogue the sins of wrath in the Circle of Tyrexxus. Each time a mortal gives in to the hate burning in his heart, the vespertiliacs raucously applaud and celebrate while quickly recording the misdeed. Their favorite failings are those when an innocent is harmed through unchecked emotions and raw violence, and they feed on the hatred of this mortal servant. As more and more misdeeds occur, the vespertiliacs grow more excited, until such time that when they reach the apex of their stimulation, they travel to the Material Plane to snatch the angry mortal and bring him back to Gehenna where they each take a turns brutally torturing him until the evil energies of the plane transform the victim into another vespertiliac.

If a particularly exciting mortal repents his ways, gaining control over his emotions, the vespertiliacs grow frustrated, shrieking so loud that the echoes of their cries travels throughout Tyrexxus’ realm. In their frustration, they turn on one another, which, if nothing else, keeps the number of vespertiliacs from growing out of control. Once they cool off, the vespertiliac journey to the Material Plane to disrupt things in that mortal’s life, such as ruining his work, planting false evidence of a spouse’s infidelity, and anything This creature has large, bat-like ears and flanges of skin else that may provoke him in order on its forearms and legs. With grotesque features and a to try and coax him back on the malevolent leer, it balances on one foot to the next, eager to path of wrath. Should the mortal continue to resist the daemons’ spring forward for the kill. manipulations, the verpertiliac take

Environment: Gehenna Organization: Solitary, Pair, Host (3-12) Challenge Rating: 8 Treasure: None Alignment: Always Neutral Evil Advancement: 7-12 HD (Medium), 13-18 HD (Large) Level Adjustment: — “Curse you to hell! I can’t believe you did this. This is all wrong. Do you see what you did? Why are you crying? Don’t you runaway… I’m not done with you yet.” —Brügor to his daughter

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a more direct role, and start killing his family and friends, utterly ruining his life in their revenge. Vespertiliacs are about six feet tall. They speak Common, Abyssal and Infernal.

Combat Vespertiliacs are ruthless in combat, directing all of their attacks at one target until nothing but torn strips of flesh remain. These daemons become enraged and pounce on the nearest foe, mauling them as best they can. If the vespertiliac falls to half hit points, it shrieks in the hopes of disrupting its foes, thereby letting it win the day. For the purposes of overcoming damage reduction, the vespertiliac’s natural attacks and any attacks made with weaponry count as evil. Rage (Ex): Three times per day, a vespertiliac can enter a rage gaining a +4 bonus to Strength and Constitution, a +2 bonus to Will saves and a –2 penalty to AC. The rage lasts for 6 rounds, but at the end of the rage, the vespertiliac is not fatigued. In all other ways, this ability functions exactly as the barbarian class ability as described in the PHB. Pounce (Ex): If the vespertiliac charges its foe, it can make a full attack including two rake attacks. Rake (Ex): Attack bonus +8 melee, additional damage 1d4+1. Regeneration (Ex): Good and silver weapons deal normal damage to a vespertiliac. If the vespertiliac loses a limb or a body part, the lost portion regrows in 3d6 minutes. The creature can reattach a severed body part instantly by holding it to the stump. Rend (Ex): If the vespertiliac hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d4+4 additional points of damage. Shriek (Ex): Once per combat, the vespertiliac can let loose a horrible shriek of fury and hate forcing all opponents within 30-feet to attempt a DC 14 Will save or be panicked for 1d10 rounds. Once a target succeeds this saving throw, that target is immune to the effects of the vespertiliac’s shriek for 24 hours. The save DC is Charisma-based.

Vlogar

(Whisperer of Lust) Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 4d8+4 (26 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flatfooted 15 Base Attack/Grapple: +4/+10 Attack: Claw +6 melee (1d4+2) or tongue +6 melee (silence) Full Attack: 2 Claw +6 melee (1d4+2), bite +1 melee (1d6+1); or tongue +6 melee (silence) Space/Reach: 5 ft./5 ft. (15 ft. with tongue) Special Attacks: Sneak attack +2d6, spell-like abilities, tongue Special Qualities: Chameleon skin, daemon traits, damage reduction 5/magic, evasion Saves: Fort +4, Ref +6, Will +3 Abilities: Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 15 Skills: Balance +11, Bluff +8, Climb +8, Diplomacy +6, Disguise +2 (+4 acting), Hide +13, Intimidate +4, Jump +10, Listen +6, Move Silently +13, Sense Motive +6, Tumble +11 Feats: Combat Expertise, Improved Feint, Improved GrappleB

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Environment: Gehenna Organization: Solitary, Pair, Gang (3-6) Challenge Rating: 3

Treasure: Standard Alignment: Always Neutral Evil Advancement: 5-16 HD (Medium) Level Adjustment: — “Outside her window, paradise awaits. Her invitation was her smile. She lies there, awaiting the touch of your gaze.” —The whispers of the Vlogar When a mortal has formed a powerful obsession with another, particularly a sexual one, his yearnings are observed in Gehenna in the Circle of Lust. There the vlogar begin to whisper to him, inspiring him to take his obsession to the next step—to begin to watch the target of his cravings, to skulk in the shadows outside her window, observing her every move in the quiet of the night. When a mortal succumbs to this temptation and begins to creep outside the home of his victim, it is a great victory for the vlogar. Every night that the mortal partakes in this voyeuristic action, the vlogar is strengthened. But sometimes the vlogar’s accomplishment is upended. If the mortal in question is caught in the act, or otherwise ceases to engage in this loathsome behavior, the vlogar is infuriated, having become accustomed to the power given it by the sin of its charge.

Blending in and out of shadow, this humanoid creature has the massive eyes of a subterranean creature unaccustomed to the light. Its movements are graceful and silent.

In these times, the vlogar may come to the Material Plane and do whatever it must to ensure that the behavior continues. If the mortal in question has

Vlogar are five feet tall. They speak Abyssal, Infernal, Common, Dwarven and Elven.

Combat Being creatures orientated to stealth and secrecy, vlogar lie in wait for an ambush, preferring to attack with surprise. If spotted, it makes a grapple attack with its tongue to silence opponents before ripping them apart with its claws and teeth. For the purposes of overcoming damage reduction, the vlogar’s natural attacks and any attacks it makes with weapons count as magical. Sneak attack (Ex): The vlogar may sneak attack any foe they flank or foes otherwise deprived of the Dexterity adjustment. The vlogar sneak attack as rogues whose level equals the vlogar’s Hit Dice (in this case +2d6). Consult rogues in the PHB for all details on sneak attack. Spell-like Abilities: At will—cat’s grace, command (DC 13), obscuring mist, suggestion (DC 15). Caster Level 5th. The save DCs are Charisma-based. Tongue (Sp): As a grapple attack, the vlogar spits its long prehensile tongue to wrap around the tongue of any creature within range (15-feet). For as long as the target is held or pinned by the tongue, the target is silenced as per silence. The grapple modifier listed above includes the +4 bonus granted by the Improved Grapple feat. Chameleon skin (Ex): The vlogar’s skin changes color based on its surroundings. Once per round, as a move equivalent action, and only when the vlogar stands within 5-feet of a wall, tree or some other surface of a size larger than the daemon, it can change its physical coloring to match those of its surroundings, essentially allowing it to make Hide checks without concealment or cover.

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simply stopped behaving in this manner, the vlogar will come to him and force him to resume his peeping. If the mortal has been caught, the vlogar may kill all who stand between the mortal and the continuation of his skulking villainy.

Skills: The vlogar have a +4 racial bonus to all Hide and Move Silently checks.

Wuigart

“I eat well, and why should I not? I have earned everything I have. Let the poor work if they desire a seat at my table.”

(Watcher of Gluttony)

—Letter from Rynald d’Auvigne

Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 10d8+43 (88 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 20 (+1 Dex, +9 natural), touch 11, flatfooted 19 Base Attack/Grapple: +10/+14 Attack: Bite +15 melee (2d6+4 and disease) Full Attack: Bite +15 melee (2d6+4 and disease), 6 tentacles +9 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Cauterize, death throes, disease, disgorge feasting, sever Special Qualities: Daemon traits, damage reduction 10/cold iron or good, excrement of reformation, immune to disease, spell resistance 22 Saves: Fort +11, Ref +8, Will +6 Abilities: Str 18, Dex 13, Con 18, Int 5, Wis 8, Cha 9 Skills: Concentration +17, Heal +12, Intimidate +12, Listen +12, Spot +12 Feats: Cleave, Power Attack, Toughness, Weapon Focus (Bite) Environment: Gehenna Organization: Solitary, Pair, Banquet (4-8) Challenge Rating: 9 Treasure: Standard Alignment: Always Neutral Evil Advancement: 11-15 HD (Medium), 16-25 HD (Large), 26+ HD (Huge) Level Adjustment: —

Gluttony is a sin that most mortals succumb to at some point, but usually only for a single sitting at a particularly lavish meal. In these cases, there is little for the servants of Yungo to draw on. The irony is that in a realm where sustenance is drawn from the sins of mortals, the Circle of Gluttony is the most famished, with few mortals regularly and consistently giving in to the deepest evils of their sin. However, there are those mortals with plenty who not only overindulge, but also do so willfully, refusing to share with those they can plainly see are starving. The fat landowner who takes all the grain from the impoverished farmers who work his land, letting them starve while he surfeits is a prime example. These mortals are favorites of the Circle of Gluttony, and their sin is cultivated over many years. They are watched and whispered to every day, told they are justified in their refusal to share no matter what anyone says. And when the mortals die, they become the meals of the wuigart.

The wuigart watch the shadows of these mortals in their lifetimes, growing hungrier and hungrier with each passing day, anticipating the day the mortal will pass and come to This foul creature’s corpulence seems that it should prevent Gehenna. When that day comes, the wuigart feasts. Every day, the it from walking. Yet despite its girth, it shuffles forward, mortal is torn apart slowly with dimples forming in its flesh. From its vast belly, a nest of silver cutlery or whatever finery tentacles writhes, searching and groping the air, presumably was the symbol of the mortal’s for flesh. Its hippopotamus head features an enormous maw overindulgence in life. The sinner is kept alive through the entire filled with sharp teeth, in which flesh rots. process, experiencing his kidneys being plucked from his bowels and

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watching as they are popped into the wuigart’s maw and chewed with relish. When at last every bone, organ and drop of blood is consumed, the wuigart expels the parts and the mortal is reformed from the beast’s excrement. And so it goes for eternity. Wuigart are rarely seen in the Material Plane. However, if the mortal is raised from the dead while parts of him are in the gullet of this beast, there is a chance that his soul will return to his earthly form and the wuigart will appear next to him, intent on guarding its meal. Wuigart are about seven feet tall and six feet wide. They speak Abyssal and Infernal.

Combat Wuigart are ravenous combatants, biting whenever they are able. In most combats, they begin by disgorging the feasting lurking inside them. On subsequent rounds, they move into melee, using full attacks where able to gain the benefit of their bite attacks and its horrific side effects, as well as it many tentacle attacks. For the purposes of overcoming damage reduction, any natural attack and any attack the wuigart make with a melee weapon count as evil and magical. Cauterize (Su): Wuigart savor the culinary delights of living victims. Anytime a wuigart bites an opponent and successfully severs the opponent’s limb, the daemon’s saliva seals the wound, preventing the bleeding that would otherwise arise from such an awful injury. In addition, the saliva automatically stabilizes a dying opponent. Creatures consumed by a wuigart survive the entire experience and retain awareness of their consumption through the saliva’s supernatural effects. Death throws (Ex): If killed, a wuigart explodes releasing any remaining feastings lurking within. These feastings begin their movement in the square the wuigart occupied while they lived. From there, the swarms move to devour whatever they come across. Disease (Ex): The wuigart’s disgusting dietary habits create foul contagions in their mouths. Victims of a wuigart bite attack must immediately attempt a DC 19 Fortitude save or contract fetid rot. This disease has an immediate incubation time, dealing 1d6 points of permanent Constitution drain each day with each failed saving throw. In addition, the victim’s skin erupts in small suppurating pustules that leak a brown paste and emit a foul odor. Each round another living creature remains within 5-feet of the diseased victim, they must attempt a DC 19 Fortitude save or be nauseated for 1 round. Victims can overcome this disease like any other disease through either natural healing or magic. The save DCs are Constitution-based. Disgorge Feasting (Ex): Having eaten so much filth and offal, wuigart can no longer digest matter on their own. To facilitate their digestive processes, they harbor 4 feastings (see page 100) inside their gullets. As a standard action, a wuigart can vomit one feasting swarm into any square it threatens. If it vomits all of its feastings during the course of combat, none emerge during its death throes. Excrement of Reformation (Su): Creatures devoured by a wuigart and worried by the lurking feastings inside it find themselves reformed when they clear its digestive tract. Fully healed and reassembled, these victims exist much in the same way they were prior to their consumption. The act of being digested results in a permanent loss of Wisdom, draining 1d6 points of permanent Wisdom damage. In addition, once the victim takes the damage, it must attempt a DC 19 Will save or go permanently insane as per insanity. Each time the victim passes through a wuigart, it must attempt a new Will save to avoid insanity. Sever (Ex): If a wuigart successfully hits a living target with a bite attack, the target must immediately attempt a DC 16 Reflex save to avoid losing an important part of the body. If the victim fails his save, roll on the table below to determine the results of the bite. The save DC is Dexterity-based.

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Sever d% roll 01 02-20 21-39 40-60

61-80

81-90 91-00

Result Head: Victim falls to -10 hit points. Immediate death, no save Right Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. Lifting Capacity is ¾ of normal. Left Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. Lifting Capacity is ¾ of normal. Right Leg: Character’s speed reduced to 1/3 normal. Movement requires Balance checks and certain skill checks (Str, Dex), as adjudicated by your GM, have severe competence penalties (-5 to -20). Left Leg: Character’s speed reduced to 1/3 normal. Movement requires Balance checks and certain skill checks (Str, Dex), as adjudicated by your GM, have severe competence penalties (-5 to -20). Both Legs: Target can move by crawling only (5 feet). Certain skill checks are now impossible, as your GM adjudicates. Both Legs and Abdomen: Victim dies screaming in 1d10 hours, unless targeted by a wish or miracle.

(Servitor of Gluttony) Large Outsider (Daemon, Evil, Extraplanar) Hit Dice: 15d8+78 (145 hp) Initiative: +0 Speed: 10 ft. (2 square) Armor Class: 28 (-1 size, +0 Dex, +4 natural, +15 insight), touch 24, flatfooted 28 Base Attack/Grapple: +15/+25 Attack: Tentacle +21 melee (1d6+6) Full Attack: 2 tentacles +21 melee (1d6+6), 6 Bites +17 melee (2d6+3/x3 and sever), Space/Reach: 10 ft. / 10 ft. Special Attacks: Death throws, disgorge feasting, improved grab, cauterize, sever Special Qualities: Daemon traits, damage reduction 15/good and magic, fast healing 5, immune to cold, disease and fire, nigh-omniscience, resistant to sonic 5, spell resistance 28, trail of slime Saves: Fort +16, Ref +9, Will +13 Abilities: Str 23, Dex 10, Con 20, Int 17, Wis 14, Cha 15 Skills: Bluff +20, Concentration +23, Diplomacy +24, Disguise +4 (acting), Escape Artist +18, Intimidate +22, Listen +20, Search +21, Sense Motive +20, Spellcraft +21, Spot +20, Survival +2 (+4 following tracks), Swim +24, Use Rope +2 (bindings) Feats: Cleave, Great Fortitude, Iron Will, Power Attack, Toughness, Weapon Focus (bite) Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 13 Treasure: Triple standard Alignment: Always neutral evil Advancement: — Level Adjustment: —

Zovarik is exceedingly clever, and always hungry. While it is very difficult to trick him, he will accept all sorts of appetizers if offered in an effort to talk him out of his price. Only once in known history has he come unbound into the mortal world (i.e. not summoned) and the path of destruction he wrought was legendary. As he prefers to leave alive those he eats parts of, he left behind a path of half-eaten men, women and children across a human nation. Zovarik is twelve feet high. He speaks Common, Elven, Abyssal, Infernal and Draconic.

Combat Zovarik is terrifically slow, but despite his lack of speed, he is tireless as he moves across the battlefield, snapping off the choicest bits of his opponents to devour. Zovarik begins by disgorging a feasting (see page 100) to shred the faster foes, while using his tentacles to grab other opponents and drag them to him so that he can pull off their limbs. Zovarik prefers to divide his bite attacks among a number of opponents, to spread out the agony as much as possible. For the purposes of damage reduction, Zovarik’s attacks are considered magic and evil. Death throws (Ex): When killed, Zovarik explodes releasing all of the remaining feastings inside him. These feastings begin their movement in one of the four squares Zovarik occupied while he lived. From there, the swarms move to devour whatever they come across.

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Zovarik

Disgorge feasting (Ex): Zovarik, having eaten so much filth and offal, can no longer digest matter on his own. To facilitate his digestive processes, he harbors 8 feastings inside his gullet. As a standard action, he can vomit a feasting swarm into any square he threatens. If he vomits all of his feastings during the course of combat, none emerge during his death throes.

“Let me taste your flesh and I will grant you power. Let me taste your soul, and there is nothing I cannot offer you.” —The offerings of Zovarik, from the notes of the Daemonologist Evgar the Red A favorite among summoners and those who would make bargains with the evil realms of the outer planes, Zovarik is a powerful servant of Yungo. Having resided in Gehenna for the millennia of the war, he has traded knowledge with creatures from nearly every plane. In his time, he has swallowed countless treasures, perhaps even a few artifacts, and they still reside in his gullet. Often he is called to answer questions that cannot be answered by any other means. His price is very simple: he accepts only payment that he may eat, and it must come from the flesh or soul of his summoner. Nothing else will please his palate, which has grown jaded over the years. For knowledge, he requires a bite from the flesh of the summoner; usually he takes a hand or an entire arm, depending on the knowledge. This must be torn from the body by his teeth, not prepared beforehand—he is quite picky. For more powerful requests, he requires a sizable bite from a mortal’s soul, taking and consuming forever a part of the summoner’s essence.

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Improved grab (Ex): To use this ability, Zovarik must hit a Large or smaller creature with his tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he automatically establishes a hold and deals tentacle damage each round until the hold is broken. If he gets a pin, he deals bite damage and automatically severs a limb (see below). Cauterize (Su): Zovarik’s mouths generate unwholesome foam that stinks of rotten potatoes. However, anytime Zovarik bites an opponent and successfully severs the opponent’s limb, the foam seals the wound, preventing the victim from bleeding to death. Unfortunately, this foam prevents any magic, short of a wish or miracle, from repairing the damage wrought by this monster’s bite. Sever (Ex): If Zovarik successfully hits a target with a bite attack, the target must immediately attempt a DC 23 Reflex save or Zovarik rips away a significant gobbet of flesh. If the victim fails his save, roll on the table below to determine the results of the bite.

At least twelve feet high and as many feet wide, this corpulent beast is covered in mouths. Seemingly humanoid in its facial features, and limbs, its skin is smooth like a child’s, broken only by the occasional maw filled with black teeth and a slavering, red tongue.

Sever d% roll 01-02 02-21 21-40 40-61

61-81

81-91 91-99 00

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Result Head: Immediate death, no save Right Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. Lifting Capacity is ¾ of normal. Left Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. Lifting Capacity is ¾ of normal. Right Leg: Character’s speed reduced to 1/3 normal. Movement requires Balance checks and certain skill checks (Str, Dex), as adjudicated by your GM, have a severe competence penalties (-5 to -20). Left Leg: Character’s speed reduced to 1/3 normal. Movement requires Balance checks and certain skill checks (Str, Dex), as adjudicated by your GM, have a severe competence penalties (-5 to -20). Both Legs: Target can move by crawling only (5 feet). Certain skill checks are now impossible, as your GM adjudicates. Both Legs and Abdomen: Victim dies screaming in 1d10 hours, unless he receives a wish or miracle. No save Devours Soul: DC 23 Will save or Zovarik destroys victim’s soul, preventing resurrection of any kind.

Fast Healing (Ex): As long as Zovarik has at least 1 hit point, he heals 5 points of damage each round. Nigh-Omniscience (Su): While not truly omniscient, Zovarik knows so much that demonologists summon him, risking disfigurement for answers only he can provide. When posed a question, Zovarik may attempt a check similar to a bardic knowledge check using the DCs in the PHB, with a +28 bonus to the roll. Always make these rolls in secret, for Zovarik rips the flesh from his summoner before providing the answer to the query, and if Zovarik fails his roll, he lies. Trail of slime (Ex): The feastings working inside of him cause him to run through what he eats faster than he did before he wore out his digestive track. Now, everywhere he goes, he leaves a trail of foul smelling yellowish bile in his wake. The smear has no effect on stone or metal, but destroys organic material at a horrific rate. The glistening slime trail deals 10 points of damage each round to exposed organic matter, such as plants and flesh, ignoring the hardness of the objects, if any.

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Legions of Hell

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Chapter Seven: Go to Hell! When lawful evil mortals die, their souls go to Hell. Devils thus tempt mortals in the hopes of changing their alignments to lawful evil. Every mortal fooled is another soul condemned. There are few places in the multiverse worse than Hell.

Leviathan

Hell looks like an inverted mountain, the cosmic opposite of the peak of Heaven. Known for both geographic and metaphorical reasons as the Pit, Hell is divided into nine circles that range from raging infernos to churning seas to icy wastes. A powerful arch-devil rules each circle, and all the devils in Hell pay homage to Asmodeus, the Lord of the Ninth Circle, King of Hell and the Adversary of all that is good.

In form Leviathan is the most enormous sea monster the multiverse has ever known. Literally miles long, Leviathan needs a domain as large as the Fifth Circle to house his massive bulk. Some scholars say that Hell is Leviathan’s prison and that countless worlds will perish if he ever escapes. His appetite for mortal souls is legendary.

Lilith

In brief, the lords of the nine circles are as follows:

Baal

Lord of the Sixth Circle

Lord of the First Circle This fierce devil commands the largest armies in Hell. While this has alarmed the other lords in the past, the truth is that he expends his energies fighting the external foes of Hell, namely the demons of the Abyss and the celestials of Heaven. Baal’s first business is war, so he does not have the time to politic the way some of his rivals do. His legions are surprisingly loyal to him, so outright grabs at his power are unlikely to succeed.

Lord of the Second Circle Dispater is a cunning schemer and conservative by nature. He rarely leaves Dis, the mightiest city in Hell and one that has never been taken by an enemy army. While Dispater is slow to react and hedges his bets, he acts with overpowering force once his mind is made up.

Mammon

Beelzebub Known as the Lord of Flies, Beelzebub is a fallen celestial like Belial. He and Mephistopheles hate each other deeply, and they have been at war on and off for millennia. While Mephistopeles claims that Beelzebub is no true devil, the truth is that their feud isn’t about race but power. Asmodeus lets them fight because it keeps them too busy to plot against him.

Mephistopheles Lord of the Eighth Circle

Lord of the Third Circle Mammon is as power hungry as they come. He is unsatisfied with his domain and so constantly schemes to conquer another circle of Hell. His armies have clashed with those of Belial on many occasions, but neither lord has been able to gain the advantage. As is often the case with the greedy, Mammon’s reach exceeds his grasp.

Belial

Mephistopeles views himself as the heir apparent of Hell. After all, who is closer to Asmodeus than he? Once he has dealt with Beelzebub (and he’s sure that he will deal with him), Mephistopheles will be ready to take the crown…whether Asmodeus will allow it or not. Although Mephistopheles believes himself to be very clever indeed, he is an open book to Asmodeus.

Asmodeus Lord of the Ninth Circle

Lord of the Fourth Circle

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Many devils have underestimated Lilith because she is female. None have lived to learn their mistake. Lilith is as alluring as silk and as hard as steel. While she schemes in Hell, she dreams of power greater than the Pit can hold. She’s also quite patient and has enacted schemes that will take centuries to unfold.

Lord of the Seventh Circle

Dispater

Only Asmodeus is a better liar than Belial. Originally a powerful celestial, Belial fell from grace in the distant past. Lords like Dispater and Mephistopheles still treat Belial as an upstart, since he was not born a devil. Since Belial’s armies are strong and he is as slippery as a green slime, the Lord of the Fourth Circle continues to stand strong.

Lord of the Fifth Circle

How could Hell

Uncounted volumes have been written about the King of Hell. Is he merely a devil like the other lords, or is he a being of a higher order? He has been the Adversary for as long as anyone can remember (and out on the planes, there are those whose memory reaches back to the dawn of time). Some whisper that he is a fallen god, more ancient and more powerful than can be any worse when life alone is possibly be imagined. Others say he is a devil such a curse? true, but simply the cleverest of that despicable race. Whatever the truth, none can deny that -Bad Religion he has defied Heaven from time immemorial and destroyed all pretenders to his throne.

Most devils possess the following traits (unless otherwise noted in a creature’s entry). Immunities (Ex): Devils are immune to fire and poison. Resistances (Ex): Devils have resistance to acid 10 and cold 10. See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Summon Devils (Sp): Many devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devil answers the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. (The percentage chance of success and types of devils available for summoning are listed in individual entries.) Telepathy (Su): Devils can communicate telepathically with any creature, within a certain distance, that has a language. Except where otherwise noted, devils speak Infernal, Celestial, and Draconic.

Volume 3: Legions of Hell

Devil Traits

The Infernal Hierarchy

The politics of Hell are complex and ill understood by mortals. The basic structure is feudal. Asmodeus is the King of Hell, and the eight other lords are his chief vassals. Each lord maintains a court populated by a bewildering array of dukes, counts, marquises, barons, and so on. The lords rank these nobles in different ways, which, when combined with devils’ penchant for multiple names, makes keeping track of the hierarchy quite difficult. Beneath the infernal nobility are the common devils. These range from the pitiful lemures to the powerful pit fiends. These devils serve the various powers of Hell as tools, fodder, and occasionally food. Even the lowliest devil knows that his only hope is to climb up the hierarchy by any means. Murder, blackmail, and deception of every conceivable kind are used to ascend the infernal ladder. Once a devil becomes a noble, he or she can take a new form and become an individual for the first time. The most powerful nobles serve in the courts of the arch-devils and command legions of lesser devils.

Customizing Your Devils

Legions of Hell includes many examples of infernal nobles who already are quite powerful. Each has been given a few magic items, most commonly weapons and items of protection. As powerful nobles, however, these devils have access to many more magic items and you should customize them for your campaign before unleashing them on your players. Take this opportunity to ensure that each noble will be a good challenge for your party. Taking down an infernal duke should be a memorable and hard-won victory, not just another fight.

And NowEvil!

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Chapter Eight: Creatures of Hell Abigor, Grand Duke of War Large Outsider (Devil, Extraplanar, Evil, Lawful) Hit Dice: 18d8+90 (171 hp) Initiative: +7 Speed: 40 ft. (8 squares) (full plate), base 50 ft. Armor Class: 36 (-1 size, +12+4 full plate, +1 Dex, +10 natural, +4 insight), touch 14, flat-footed 35 Base Attack/Grapple: +18/+29 Attack: +2 axiomatic unholy heavy lance +27 melee (2d6+12 plus 2d6 against chaotic plus 2d6 against good, critical 19-20/x3) or +2 thundering unholy good outsider bane greatsword +26 (+28 against good outsiders) melee (3d6+12 plus 1d8 sonic on a critical hit plus 2d6 against good foes plus 2d6+2 against good outsiders) Full Attack: +2 axiomatic unholy heavy lance +27/+22/+17/+12 melee (2d6+12 plus 2d6 against chaotic plus 2d6 against good, critical 19-20/x3) or +2 thundering unholy good outsider bane greatsword +26/+21/+16/+11 (+28 against good outsiders) melee (3d6+12 plus 1d8 sonic on a critical hit plus 2d6 against good foes plus 2d6+2 against good outsiders) Space/Reach: 10 ft./10 ft. Special Attacks: Scepter, secrets of warfare, spell-like abilities, standard, summon devils Special Qualities: Anticipate future, devil traits, damage reduction 15/ good, mount, spell resistance 32 Saves: Fort +16, Ref +12, Will +18 Abilities: Str 24, Dex 13, Con 20, Int 15, Wis 25, Cha 17 Skills: Bluff +24, Concentration +26, Diplomacy +26, Disguise +3 (+5 Acting), Handle Animal +24, Intimidate +26, Knowledge (history) +23, Knowledge (the planes) +23, Listen +28, Ride +24, Spot +28 Feats: CleaveB, Improved Critical (lance), Mounted Combat, Quick Draw, Power AttackB, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance) Environment: Hell Organization: Unique or Entourage (Abigor plus 1d10 bearded devils) Challenge Rating: 19 Treasure: Quadruple standard Alignment: Always Lawful Evil Advancement: — Level Adjustment: —

This towering devil wears spiked armor and a full helm. In his off hand, he holds a standard, which displays inverted holy symbols in black on a crimson field. In his primary hand, he grips a greatsword, constructed of bone and steel. With a quick, overhand swing, he shouts out a command, and from behind him pour forth the legions of Hell.

The Grand Duke Abigor serves Beelzebub on the Seventh Circle. There he trains and commands the forces of his master in preparation for forays into the Abyss, but more importantly, for an invasion into the Eighth Circle. Of the troops he commands, he favors bearded devils for their expert skills in combat and their valuable magical abilities. Though Abigor appears loyal to his master, he secretly plots to overthrow Beelzebub, and take his place as master.

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Abigor’s specialty is warfare. Demonologists claim he has acute foresight and can anticipate troop movements, battle plans and supply lines far in advance of the opposing army. For his skills in military matters, many of the devilish nobility approach him for their personal guard training, or even for themselves. This has led the Duke to gain many powerful allies, and valuable insight into the fighting potential of his master’s rivals.

Not just Hell’s aristocracy finds Abigor appealing; many mortals seek out his influence and knowledge despite his obscurity and the minor role he plays in respect to the other powers in Hell. Desperate conflicts, hopeless causes, and revenge are all viable reasons why mortals seek out his wisdom. Abigor speaks Common, Infernal and Ignan.

Combat Abigor always begins combat by swinging his standard in the air, allowing its magical effects to take hold over his enemies. Afterwards, he plants the standard into the ground, and charges with his horse into the fray. Abigor is a vicious warrior, employing the best strategies when able. Should the situation demand it he relies on his own spell-like abilities to gain advantage over his enemy. Scepter (Su): Abigor wields a number of magical items that aid him in his command of his troops. One of them is his scepter. While holding it, Abigor’s telepathy extends to 500 feet. The scepter has a 20 hardness and 50 hit points.

Spell-like Abilities: Abigor can use the following spells at will—dispel chaos (DC 22), dispel good (DC 22), flame strike (DC 22), order’s wrath (DC 21), righteous might and unholy blight (DC 21). Abigor casts these spells as a 10th level caster. The save DCs are Wisdom-based. Standard (Su): Once per day, Abigor can swing his standard back and forth, emboldening his allies and sowing the seeds of despair in his enemies. At the end of his action, he plants the standard into the ground, granting all of his allies within 80feet—including Abigor—a +4 profane bonus to all attack rolls and saving throws for as long as they remain within 80-feet of the standard. All enemies within 80-feet must attempt Will saves against a DC 22 or suffer a -4 profane penalty to all attack rolls, saving throws and checks. The save DC is Charisma-based. Summon Devils (Sp): Twice per day, Abigor can automatically summon 1d10 bearded devils, 1d4 barbed devils or 1 pit fiend. This ability is equivalent to a 9th-level spell. Anticipate Future (Su): Against all opponents within range of his telepathy (100 ft.), Abigor gains a +4 insight bonus to his AC.

Mount: Abigor imparts extraordinary benefits to his specially bred steeds. Any one of Abigor’s hellish horses that he rides gains +8 HD, +8 natural armor bonus, +4 Strength, spell resistance 24, Improved Evasion, damage reduction 10/magic and a CR +2. If separated, it uses the standard statistics as presented in its own entry (See Abigor’s Steed). Abigor’s personal mount always wears +2 full plate barding, providing an AC 36. Use this stat-block for Abigor’s personal mount. Abigor’s Mount: CR 12; Huge Magical Beast; HD 17d10+102 (195 hp); Init +2; Spd 50 ft., fly 50 ft. (average); AC 36, touch 10, flatfooted 34; Base Atk +17; Grp +37; Atk +29 melee (2d6+12, bite); Full Atk +29 melee (2d6+12, bite), +24 melee (1d8+6, 2 claws); Space/Reach 15 ft./10 ft.; SA spell-like abilities; SQ Damage reduction 10/magic, darkvision 60 ft., immune to poison, improved evasion, low-light vision, resistance to acid 10, cold 10, electricity 10, fire 10, scent, spell resistance 24; AL LE; SV Fort +16, Ref +12, Will +6; Str 34, Dex 15, Con 23, Int 15, Wis 13, Cha 10. Skills and Feats: Knowledge (the planes) +14, Listen +13, Spot +13, Survival +13 (+15 on planes); Diehard, Endurance, Power Attack, Run Spell-like Abilities: Once per day, Abigor’s steed may use the following spell-like abilities as a 17th-level caster—contagion (DC 13), desecrate, unholy blight (DC 14); three times per day, Abigor’s steed may use the following spell-like abilities as a 17th-level caster—darkness and poison (DC 14). The save DCs are Charisma-based.

Volume 3: Legions of Hell

Secrets of Warfare (Su): Abigor’s intimate knowledge of war provides a special advantage in melee combat. As a full-round action, Abigor can attempt a Concentration check against the Will save of a target opponent. If Abigor wins the opposed check, he may use any one of his opponent’s feats as if he had the feat and met all the prerequisites to use it.

Abigor’s Steeds Huge Magical Beast (Extraplanar)

Hit Dice: 9d10+54 (103 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 50 ft. (average) Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 14 Base Attack/Grapple: +9/+27 Attack: Bite +17 melee (2d6+10) Full Attack: Bite +17 melee (2d6+10) and 2 claws +12 melee (1d8+5) Space/Reach: 15 ft./10 ft. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immune to poison, low-light vision, resistance to acid 10, cold 10, electricity 10, fire 10, scent Saves: Fort +12, Ref +8, Will +4 Abilities: Str 30, Dex 15, Con 23, Int 15, Wis 13, Cha 10 Skills: Knowledge (the planes) +14, Listen +13, Spot +13, Survival +13 (+15 on planes) Feats: Diehard, Endurance, Power Attack, Run Environment: Hell Organization: Solitary, Solitary with Abigor, Pair, Herd (3-30) Challenge Rating: 10 Treasure: None Alignment: Always Lawful Evil Advancement: 10-18 HD (Huge), 19-27 HD (Gargantuan) Level Adjustment: — (+2 Cohort)

Combat

Abigor, demanding a fitting steed to function as his mount in combat, specifically bred these horses to serve him and his closest allies. Legend Abigor’s steeds typically begin combat by using their spell-like abilities— holds that the first horse in his breeding plan was a powerful and sacredlyoffensively or defensively depending on the situation. Thereafter, they cast awakened celestial horse, which served a holy warrior valiantly on the poison or contagion and enter melee. Abigor’s steeds are canny beasts and Material Plane. Abigor, having personally murdered the paladin (a task rarely fight to the death. The steed’s attacks are considered magical for purposes he took great pleasure in and devoted a considerable amount of time to), of overcoming damage reduction. entrapped the mare and subjected it Spell-like Abilities: Once per day, to horrors unimaginable. Eventually, Abigor’s steeds may use the following the mare birthed hundreds of This huge horse has a muzzle filled with sharp teeth, and spell-like abilities as a 9th-level caster— warped foals, which Abigor bred forelimbs ending in human hands featuring wicked black talons. contagion (DC 13), desecrate, unholy blight with each other. Eventually, a Great black leathery wings, seemingly a perversion of a pegasus, (DC 14); three times per day, Abigor’s steed meeting Abigor’s stringent steeds may use the following spell-like extend out from its back. Ugly, blasphemous runes scar its mottled requirements emerged. abilities as a 9th-level caster—darkness purple flanks, completing the image of a fearsome steed from hell. Abigor’s Steeds do not speak but and poison (DC 14). The save DCs are understand Infernal and Common. Charisma-based.

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Akop

Small Outsider (Evil, Extraplanar, Incorporeal, Lawful) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 10 ft. (2 squares), fly 40 ft. (perfect) Armor Class: 15 (+1 size, +3 Dex, +1 deflection), touch 15, flat-footed 12 Base Attack/Grapple: +3/— Attack: Incorporeal touch +7 melee (1d3 Wis) Full Attack: 2 incorporeal touches +7 melee (1d3 Wis) Space/Reach: 5 ft./5 ft. Special Attacks: Wisdom damage Special Qualities: Darkvision 60 ft., incorporeal traits, telepathy 100 ft. Saves: Fort +3, Ref +6, Will +0 Abilities: Str —, Dex 17, Con 10, Int 10, Wis 4, Cha 12 Skills: Bluff +7, Hide +13*, Intimidate +9, Knowledge (any two) +6, Listen +3, Spot +3, Tumble +9 Feats: Combat Reflexes, Improved Initiative Environment: Hell Organization: Solitary, gang (2–5), or swarm (6–12) Challenge Rating: 2 Treasure: None Alignment: Usually lawful evil Advancement: 4–6 HD (Small); 7–9 HD (Medium) Level Adjustment: — Thousands of years ago a highly sophisticated race known as the akop ruled an obscure world in the Material Plane. The akop, though monstrous in appearance, were masters of magic and builders of wonders. After dominating their home world for millennia, they finally encountered a problem that their magic could not overcome. Their world, they realized, was dying—and there was nothing they could do about it. The akop leaders desperately searched for a way to save their people. While their powerful wizards could travel the planes, this did the commoners no good. Ultimately, they were forced to make a deal with Mammon, Lord of the Third Circle of Hell. Mammon promised to transport all of the akop from their doomed world and to protect them from physical harm. In return the akop agreed to travel to Hell and serve Mammon for one generation.

flesh, and they relish bringing their own madness to such unlucky victims. But every akop slain in battle brings their race one step closer to its wishedfor annihilation.

Combat

Akop usually attack at night, when they can cloak themselves in darkness. Mammon enforced the letter of They are soundless and at night the agreement. He indeed saved the nearly impossible to see. With their akop, who traveled to Hell to do great speed and maneuverability, their service. However, the archdevil A floating shadowy form, this ghostly creature has what they can hit and run and keep their had cruelly enchanted the giant appear to be pincer-tipped tentacles growing out of its head, enemies confused. portals that took the akop to the along with jagged wings and a long forked tail jutting from Third Circle. When they emerged An akop’s natural weapons, as well its sinuous body. in Hell, they found themselves as any weapons it wields, are treated transformed into insubstantial as evil-aligned and lawful-aligned for shadow beings, bereft of fleshy the purpose of overcoming damage form. Now they could not be reduction. physically harmed—nor could they reproduce. In one fell swoop Mammon Telepathy (Su): Akop can communicate telepathically with any had entrapped the entire race. Because their life span was extended creature within 100 feet that has a language. This is their only means of indefinitely by Mammon’s enchantment, they seemed bound to serve him communication. for an eternity. Since Mammon’s master play, the akop have degenerated, losing their magic and, ultimately, their sanity. Now they haunt the Third Circle, attacking any opportune targets. Mammon long ago gave up trying to command the insane creatures but still periodically sends small groups of them to terrorize the Material Plane. The akop hate anyone lucky enough to wear

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Wisdom Damage (Su): The touch of an akop deals 1d3 points of Wisdom damage to a living foe. A creature reduced to Wisdom 0 immediately falls unconscious and is tormented by demented dreams. Skills: *Akop receive a +8 circumstance bonus on Hide checks made in darkness.

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Antaia, the Witch Queen

Medium Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 16d8+64 (136 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 22 (+5 Dex, +3 natural, +4 ring of protection), touch 19, flat-footed 17 Base Attack/Grapple: +16/+20 Attack: Mace of smiting +23 melee (1d8+9) Full Attack: Mace of smiting +23/+18/+13/+8 melee (1d8+9) Space/Reach: 5 ft./5 ft. Special Attacks: Sacrificial magic, spell-like abilities, spells, summon devils Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 30, telepathy 100 ft. Saves: Fort +14, Ref +15, Will +16 Abilities: Str 19, Dex 20, Con 18, Int 26, Wis 18, Cha 26 Skills: Bluff +27, Concentration +23, Craft (alchemy) +27, Diplomacy +31, Disguise +27 (+29 acting), Intimidate +29, Knowledge (arcana) +27, Knowledge (nature) +27, Knowledge (the planes) +27, Knowledge (religion) +27, Listen +23, Perform (dance) +27, Search +27, Sense Motive +23, Spellcraft +29, Spot +23, Survival +4 (+6 aboveground, +6 on other planes, +6 following tracks) Feats: Brew Potion, Craft Wand, Craft Wondrous Item, Empower Spell, Iron Will, Spell Penetration Environment: Hell Organization: Unique or retinue (Antaia plus 2-8 hellcats or 3–36 herlekins) Challenge Rating: 20 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — They gather in secluded grottoes and forbidden glades, dancing under the light of the full moon. Scorned by clergy and feared by villagers, the witches meet to celebrate the power of magic. They pay respect to a host of spirits, but one receives their devotion above all others: Antaia, the Witch Queen. Antaia is a minion of Belial, Lord of the Fourth Circle. Unlike most devil nobles, Antaia is not overly obsessed with infernal politics. Her primary concern is the growth and expansion of her cult. On a hundred worlds in the Material Plane, she is worshipped as a goddess by covens of black-hearted witches. Her power is indisputable, even though she is incapable of granting spells to her followers. Antaia’s cult teaches that true power comes from within, and that individual witches can achieve the same insights as their mistress. By turning the witches away from the gods, Antaia furthers the infernal cause. Antaia takes an active roll in the promotion of her cult. She travels the Material Plane frequently, enforcing her will and testing her worshippers. On several worlds, Antaia’s cult is opposed by an order of white witches called the Daughters of the Moon. This group knows that Antaia is naught but a devil, and they fight her machinations. This witch war has gone largely unnoticed, for its battles take place far from the centers of civilization.

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ceremony, she may double the number of 1st-level spells she can cast that day. The sacrifice of four mortals allows her to double her 2nd-level spells, six allows her to double her 3rd-level spells, and eight allows her to double her 4th-level spells. Antaia can gain all these bonuses in the same day if she has an appropriate source of victims (when she visits the Material Plane, her witches take great pride in providing both the victims and the executions). Antaia can benefit from a single sacrificial ceremony within a 24-hour period. Spell-like Abilities: At will—charm person (DC 19), detect good, detect magic, misdirection (DC 20), polymorph (self only), tongues; 2/day—geas/quest, protection from good; 1/day—false vision, greater dispel magic, greater teleport (self plus 50 pounds of objects only), veil (DC 24). Caster level 20th. The save DCs are Charisma-based. Spells: Antaia casts spells as a 20th-level sorcerer. If you have access to Green Ronin’s Witch’s Handbook, you should allow Antaia to cast spells as a 20th-level witch instead.

Her bald head held high, her expression aloof, this elflike woman has a regal bearing and holds her mace like a royal scepter.

When Antaia engages in combat, she sends her hellcats or herlekins forward to engage the enemy while she casts spells. Her real strength is magic, and she only engages in melee when absolutely necessary. If she is on the Material Plane, she is likely to have a coven of 13 witches with her (one each of levels 1-13). Her witches are usually sorcerers. Antaia’s natural weapons, as well as any weapons she wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Sacrificial Magic (Su): Among the many bloody rituals Antaia uses to bolster her arcane abilities is a rite that gives her increased power when a mortal is sacrificed in her presence. At the beginning of each day (or after an 8-hour period of rest), Antaia may engage in a sacrificial ceremony that lasts 15 minutes. If a single bound mortal is slain within 20 feet of her during this

Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6; save DC 18 + spell level): 0—arcane mark, dancing lights, flare, ghost sound, mage hand, open/close, read magic, resistance, touch of fatigue; 1st—alarm, magic missile, shield, ray of enfeeblement, unseen servant; 2nd—blindness/deafness, darkness, detect thoughts, eagle’s splendor, false life; 3rd—clairaudience/clairvoyence, fireball, invisibility sphere, rage; 4th—bestow curse, black tentacles, crushing despair, remove curse; 5th—cloudkill, hold monster, nightmare, persistent image; 6th—eyebite, mass suggestion, repulsion; 7th—control weather, greater scrying, insanity; 8th—demand, horrid wilting, polymorph any object; 9th—foresight, mage’s disjunction, weird.

Summon Devils (Sp): Once per day Antaia can attempt to summon 2d4 hellcats with a 75% chance of success, or 3d12 herlekins with a 50% chance of success. This ability is the equivalent of a 6th-level spell.

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Asakku

Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 9d8+27 (67 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 Base Attack/Grapple: +9/+21 Attack: Bite +12 melee (1d6+4 and poison) Full Attack: Bite +12 melee (1d6+4 and poison) and 2 claws +10 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Constrict 2d8+6, poison, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 18, telepathy 100 ft. Saves: Fort +9, Ref +9, Will +10 Abilities: Str 19, Dex 16, Con 16, Int 16, Wis 18, Cha 16 Skills: Bluff +15, Concentration +15, Diplomacy +19, Disguise +3 (+5 acting), Gather Information +5, Hide +11, Intimidate +5, Jump +16, Knowledge (local) +15, Listen +16, Move Silently +15, Search +15, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks) Feats: Dodge, Improved Grapple, Improved Initiative, Multiattack Environment: Hell Organization: Solitary or squad (5-20) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: 10-13 HD (Large); 14-27 HD (Huge) Level Adjustment: +6 Asakkus are servants of Lilith, Lord of the Sixth Circle. Their bodies are long and serpentine, with humanlike heads and fanged mouths. Mortal scholars have noted a certain similarity to the couatl, and conjecture makes asakkus an ancient, evil offshoot of those feathery exemplars of virtue. If this is true, neither asakkus nor couatls have confirmed it. However, there are several documented battles between the two, most of which have been noted for their intense savagery. It isn’t clear whether these battles signify nothing more than the animosity of good and evil or the special hatred only estranged family members know. In any case, fighting is not the primary responsibility of asakkus. They perform very special duties for Lilith: the corruption and infection of mortal children. They are frequent callers on the Material Plane, commonly visiting rural areas. Polymorphed into wide-eyed youths or fantastical animals like unicorns, asakkus befriend children while their parents toil in the field or the home. Asakkus seem like friendly faeries, full of stories and magic.

Combat Asakkus use their spell-like abilities to avoid combat if possible. If cornered, they revert to their true form and fight until they have a chance to escape. Since their activities involve the covert slaying of children, the last thing they want to do is rouse the interest of powerful clerics or paladins. An asakku’s natural weapons, as well as any weapons it wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Constrict (Ex): An asakku deals 2d8+6 damage with a successful grapple check against Huge or smaller creatures.

Poison (Ex): Injury, Fortitude DC 17, initial damage 2d4 Wis, secondary Those children befriended by asakkus meet one of three fates. The asakkus damage 4d4 Wis. The save DC is Constitution-based. drink their blood, infect them with lethal diseases, or corrupt their young souls. The latter is the most difficult to achieve but pleases asakkus the most. Spell-like Abilities: At will—dancing lights, detect thoughts (DC 15), ghost sound When a child plunges a knife into his (DC 13), fly, polymorph (self only), father’s heart of his own free will, prestidigitation, shocking grasp; 1/ the asakku knows she has served her day—charm person (DC 14), contagion This serpentine creature has clawed forearms and a scaly mistress well. Children who are good (DC 17), scorching ray, silent image (DC at heart are more likely to simply humanoid face. Two horns curl above its long hair, and a forked 14), and tongues. Once per week an be killed. These deaths, especially asakku can plane shift (self only). tongue licks out between its spiky teeth. those brought about by disease, are Caster level 12th. The save DCs are designed to bring despair to the Charisma-based. parents of the slain.

Ashmede

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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Hit Dice: 12d8+60 (114 hp) Initiative: +3 Speed: 40 ft. (8 squares), fly 60 ft. (average) Armor Class: 28 (-1 size, +3 Dex, +16 natural), touch 12, flat-footed 25 Base Attack/Grapple: +12/+23 Attack: +1 vorpal scythe +19 melee (2d6+10/19–20/x4)

Full Attack: +1 vorpal scythe +19/+14/+9 melee (2d6+10/19–20/x4) and 2 wings +13 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Fear aura, spell-like abilities, summon devils Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, fast healing 3, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, telepathy 100 ft. Saves: Fort +13, Ref +11, Will +11

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Abilities: Str 24, Dex 16, Con 20, Int 14, Wis 16, Cha 17 Skills: Bluff +18, Concentration +20, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +20, Jump +22, Knowledge (the planes) +17, Listen +18, Move Silently +18, Search +17, Spot +18, Survival +18 (+20 on other planes, +20 following tracks) Feats: Blind-Fight, Combat Expertise, Flyby Attack, Improved Critical (scythe), Track Environment: Hell Organization: Solitary or team (2-5) Challenge Rating: 13 Treasure: Standard coins; double goods; standard items Alignment: Always lawful evil Advancement: 13-16 HD (Large), 17-36 HD (Huge) Level Adjustment: — Hell is always associated with evil, but its lawful aspect is oft forgotten. There may be more backstabbing and politicking than any mortal could understand, but ultimately devil society is all about the rules. The ultimate arbiter of devil law is, of course, Asmodeus, the King of Hell and Lord of the Ninth Circle. Only the worst crimes, the most heinous infractions are brought directly to Asmodeus’s attentions. His judgment is final and, in most cases, brutal. Enter the ashmede. These devils of vengeance enforce the judgments of Asmodeus. When the King of Hell pronounces a death sentence, ashmedes carry it out. Since Asmodeus doesn’t feel it necessary to warn the condemned in advance, the first indication they receive is a scythewielding ashmede attacking out of nowhere. No pleas are accepted.

Combat

Fear Aura (Su): An ashmede can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by the same ashmede’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Ashmedes do not fight without a This imposing humanoid, with bat wings protruding from its Spell-like Abilities: At will— plan. They use spies and divination blasphemy (DC 20), charm person (DC back, brandishes a deadly looking scythe. magic to carefully study their targets. 14), detect good/evil/law/chaos, detect When the time is right, they launch magic, dispel magic, greater invisibility, a surprise attack via teleportation. greater teleport (self plus 50 pounds of They use their spell-like abilities to soften up their victims and neutralize objects only), polymorph (self only), prying eyes; 1/day—chain lightning (DC 19), other opposition in the area. Their scythes do the rest. discern location, forcecage, horrid wilting (DC 21). Caster level 16th. The save DCs An ashmede’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

are Charisma-based.

Summon Devils (Sp): Once per day an ashmede can automatically summon 2d6 whiptails or 1 chain devil or faceless. This ability is the equivalent of a 9th-level spell.

Balan

Master of the Infernal Hunt Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 14d8+56 (119 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 27 (–1 size, +2 Dex, +12 natural, ring of protection +4), touch 15, flat-footed 25 Base Attack/Grapple: +14/+25 Attack: +4 unholy shortspear +24 melee (1d8+11 plus 2d6 against good) Full Attack: +4 unholy shortspear +24/+19/+14 melee (1d8+11 plus 2d6 against good) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, summon devils Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, flight of the hunters, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 25, telepathy 100 ft. Saves: Fort +13, Ref +11, Will +10 Abilities: Str 24, Dex 14, Con 18, Int 13, Wis 13, Cha 18

Skills: Handle Animal +21, Intimidate +21, Jump +24, Knowledge (nature) +20, Knowledge (the planes) +18, Listen +20, Ride +21, Spot +20, Survival +18 (+20 aboveground, +20 on other planes) Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Track, Trample Environment: Hell Organization: Unique or hunt (see text) Challenge Rating: 13 Treasure: Standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Balan, a three-headed beast of a devil, is a noble in the service of Belial, Lord of the Fourth Circle. As Master of the Infernal Hunt, Balan has two main duties. His primary function is to organize hunts for Belial’s sport on the Fourth Circle. These inevitably revolve around stalking and killing rogue devils or bands of invaders. The noted paladin Flavius was caught in one such hunt, and he and his followers were slain to a man.

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Belial also periodically releases Balan and his Infernal Hunt onto the Material Plane. This is a real treat for the old devil. He gathers together a pack of fiendish beasts, hellhounds, and his pride and joy, his jackals (see page 196). They appear at night, howling through the sky and landing to reap souls and cause untold destruction. Each hunt has a special target chosen by Belial (such as a troublesome crusading church), but the Master of the Infernal Hunt has free rein to continue his merry ride until he’s had his fill of bloodletting. Balan and Mammon, Lord of the Third Circle, are great rivals as sportsmen. Mammon leads his own hunt, and devils can only speculate what would happen if the two were ever to meet.

Environment: As Balan Organization: As Balan Challenge Rating: 11 Treasure: None Alignment: Neutral evil Advancement: 18–36 HD (Huge) Level Adjustment: —

Combat

Combat

Fleshtearer’s natural weapons are treated as magic weapons for the purpose Balan is usually encountered with his hunt, ranging in size from a dozen of overcoming damage reduction. creatures to over a hundred. A typical hunt includes his huntsman (see page 149), two 5th-level Balan’s jackals (see page 196), 2d12 hellhounds or hellcats, Improved Grab (Ex): To use this ability, Fleshtearer must hit with a claw and 1d4 fiendish stags (use bison as the base creature) or fiendish tigers. attack. He can then attempt to start a grapple as a free action without The hunt uses its great numbers and speed to run enemies to ground and provoking an attack of opportunity. tear them apart. Balan supplements this raw savagery with his spell-like Smite Good (Su): Once per day, His body ogreish, this bare-chested man has three heads abilities. Fleshtearer can make a normal melee crowded on his broad, sinewy shoulders. The head on the attack to deal an additional +17 Balan’s natural weapons, as well as right is that of a ram, on the left is that of a long-horned damage to a good creature. any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

bull, and in the center is that of a man, horns on his forehead and fury in his eyes.

Flight of the Hunters (Sp): Balan can grant the equivalent of the fly spell to each member of his hunt, no matter how many there are. This ability can only be used after sundown, and the effect lasts until dawn. Spell-like Abilities: At will—animal growth (DC 19), dominate animal (DC 17), freedom of movement, greater magic fang, greater teleport (self and mount only), shapechange; 3/day—commune with nature, dispel magic, find the path, see invisibility; 1/day—unholy blight (DC 18), whirlwind (DC 22). Caster level 18th. The save DCs are Charisma-based. Summon Devils (Sp): Once per day Balan can attempt to summon 1d6 hellcats with a 75% chance of success, 3d12 herlekins with a 50% chance of success, or 1d3 magugons with a 25% chance of success. This ability is the equivalent of a 6th-level spell. Telepathy (Su): Balan can communicate telepathically with any creature within 100 feet that has a language. He can also communicate telepathically with any aberration, animal, magical beast, or monstrous humanoid within range, even if that creature does not have a language. Skills: Balan’s three heads give him a +2 racial bonus on Listen and Spot checks.

Balan’s Mount Balan rides a special mount when hunting, a fiendish dire bear named Fleshtearer. Balan reared this beast himself, feeding the cub only the most tender mortal flesh and the freshest blood. Now full-grown, Fleshtearer strikes terror into mortal and fiend alike.

Fleshtearer Fiendish Dire Bear Huge Magical Beast (Augmented Animal, Extraplanar)

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Saves: Fort +16, Ref +10, Will +11 Abilities: Str 39, Dex 11, Con 23, Int 3, Wis 12, Cha 10 Skills: Listen +12, Spot +12, Swim +16 Feats: Alertness, Diehard, Endurance, Run, Toughness, Weapon Focus (claw)

Hit Dice: 17d8+105 (181 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +17/+39 Attack: Claw +30 melee (2d6+14) Full Attack: 2 claws +30 melee (2d6+14) and bite +24 melee (3d8+7) Space/Reach: 15 ft./10 ft Special Attacks: Improved grab, smite good Special Qualities: Damage reduction 10/magic, darkvision 60 ft., low-light vision, resistance to cold 10 and fire 10, scent, spell resistance 22

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Balan’s Huntsman Medium Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 10d8+30 (75 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 21 (+3 Dex, +3 natural, +5 +3 shadow leather armor), touch 13, flat-footed 18 Base Attack/Grapple: +10/+14 Attack: +3 greataxe of speed +17 melee (1d12+9/19–20/ x3) or dagger +13 ranged (1d4+4/19–20) Full Attack: +3 greataxe of speed +17/+17/+12 melee (1d12+9/19–20/x3) or dagger +13 ranged (1d4+4/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +5d6, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, fast healing 5, hide in plain sight, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft. Saves: Fort +10, Ref +10, Will +8 Abilities: Str 18, Dex 17, Con 16, Int 11, Wis 13, Cha 16 Skills: Balance +16, Hide +23, Jump +17, Listen +14, Move Silently +18, Search +13, Spot +14, Survival +14 (+16 following tracks) Feats: Combat Reflexes, Improved Critical (greataxe), Stealthy, Track Environment: Hell Organization: Unique or hunt (see text) Challenge Rating: 9 Treasure: None Alignment: Always lawful evil Advancement: By character class Level Adjustment: —

to the Material Plane, and the mayhem begins. When Balan has had his fill of slaughter, Balan’s huntsman sounds his horn again, and the fiendish pack a greataxe, carries a hunter’s returns to Hell.

This ugly elf-like man wields horn, and is clad in leather armor black as night.

Combat

Balan’s huntsman is a special office in the retinue of Balan (see page 147). The officeholder benefits from Balan’s blessings and the huntsman’s horn, an ancient artifact.

When scouting ahead, Balan’s huntsman uses stealth and tends to avoid combat. He quickly and quietly eliminates enemies that must be dispatched. Once the Infernal Hunt arrives, Balan’s huntsman takes his place by the side of his lord.

Each year Balan’s followers compete in a great hunt on the Fourth Circle of Hell. The Master of the Infernal Hunt releases a white-furred hellcat with a silver ring around its neck, and the devil who brings the ring back becomes Balan’s huntsman for the following year. That is the only rule. Only the most clever and vicious devils have a chance of winning this contest: The current huntsman, Beldrake, beheaded three rivals to capture the silver ring. Balan is most pleased with him.

The natural weapons of Balan’s huntsman, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

When Balan organizes an expedition to the Material Plane, it is the huntsman’s duty to travel ahead and scout the way. He reconnoiters the terrain, picks out worthy targets, and eliminates prying eyes. When all is ready, he blows his horn of office (the huntsman’s horn, detailed below). This plane shifts the entire hunt

Hide in Plain Sight (Ex): Balan’s huntsman can use the Hide skill even while being observed. Sneak Attack (Ex): Balan’s huntsman can sneak attack (+5d6 damage) like a rogue. Spell-like Abilities: 3/day—dimension door, expeditious retreat, polymorph (self only), prying eyes, see invisibility; 1/day—commune with nature, wind wall (DC 16). Caster level 12th. The save DC is Charisma-based.

Minor Artifact: The Huntsman’s Horn

This impressive horn was a gift to Balan from Belial several millennia ago. Carved from the yellowed tooth of an ancient silver dragon, tipped with adamantine, and enchanted with dark magics, the huntsman’s horn celebrates the power of Hell. Only Balan and his huntsman can safely carry the artifact. Any other creature that so much as picks it up suffers two negative levels. The huntsman’s horn has the following powers: Plane Shift: One blast from the horn shifts all members of the Infernal Hunt, including the horn’s wielder, from Hell to the Material Plane, and a second blast sends the group back. One round trip can be made each day. Sound Blast: Once per minute, the horn can be used to produce a 100-foot-long cone of deafening sound. Creatures in the area take 2d8 points of sonic damage and must succeed at a Will save (DC 20) to avoid being stunned for 1d4 rounds. Creatures that were deaf to start with take damage but are not stunned. Strong conjuration and evocation; CL 20th; Weight 1 lb.

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Bonedreg

Quadruped

Biped

Medium Construct (Extraplanar)

Large Construct (Extraplanar)

Hit Dice: Initiative: Speed: Armor Class:

4d10+20 (42 hp) +0 50 ft. (10 squares) 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 touch 9, flat-footed 18

6d10+30 (63 hp) +0 30 ft. (6 squares) 18 (–1 size, +9 natural),

Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats:

+3/+6 Bite +6 melee (1d6+4) Bite +6 melee (1d6+4) 5 ft./5 ft. — Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, low-light vision, resistance to acid 10 Fort +1, Ref +2, Will +1 Str 16, Dex 12, Con —, Int —, Wis 11, Cha 1 — —

+4/+8 Claw +8 melee (1d6+5) 2 claws +8 melee (1d6+5) 10 ft./10 ft. — Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, low-light vision, resistance to acid 10 Fort +2, Ref +2 Will +2 [Biped] Str 20, Dex 10, Con —, Int —, Wis 11, Cha 1 — —

Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

Hell Solitary or gang (2–4) 2 None Always neutral — —

Hell Solitary or gang (2–4) 3 None Always neutral — —

The twisted constructs known as bonedregs are the creation of Leviathan, Lord of the Fifth Circle, a sea monster of unbelievable size. He is said to be miles long, with a maw that can swallow up cities. He swims through the Stygian depths, feeding on anything that crosses his path. His followers also feed his hunger, providing both the living flesh of monsters and devils and the souls of the damned. All of this flotsam is washed down Leviathan’s great gullet and used as fuel. There are some things that even Leviathan can’t digest, however, and two enormous sacs collect the waste. Bones and other physical refuse end up in one, the stripped-down fragments of souls in the other. Far be it from Leviathan to waste such natural resources. When he needs to, the Lord of the Fifth can harvest his own excrement to serve his purposes. He spits up the soul fragments and physical refuse into his mouth, where the wastes commingle, bones coalescing in improbable ways around the souls to form this hellish new life. Leviathan then spits out the newly created bonedregs for use by his minions. In general Leviathan creates two types of bonedreg, though others are known to exist. The biped is ogre-sized and lumbering, while the quadruped is hell hound-sized and swift. Creatures made of bone can’t swim, of course, so they are of limited use in Leviathan’s home. However, they can be sent to the Material Plane or into battles in other parts of Hell. They are often mistaken for undead, providing Leviathan’s commanders with a great tactical advantage. Many a cleric has been This skeletal creature appears to be a hodgepodge torn apart while vainly trying to ward from a bewildering variety of creatures. off bonedregs with a holy symbol.

Combat 150

The souls animating bonedregs have been stripped to scraps in the bowels of Leviathan and thus retain no traces of personality. Bonedregs are therefore mindless and can do nothing without explicit orders.

of bones

Favored minions of the Lord of the Fifth receive the ability to command bonedregs; these officers must remain within 60 feet of their charges, which must be able to see and hear them in order to receive instructions.

If uncontrolled, a bonedreg follows its last instruction to the best of its ability, although it will return attacks. It can be given a simple program to direct its actions in the controller’s absence, such as “Guard this area until I return.”

Volume 3: Legions of Hell

Bulugon

Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 6d8+18 (45 hp) Initiative: –2 Speed: 20 ft. (4 squares), fly 30 ft. (clumsy) Armor Class: 17 (–1 size, –2 Dex, +10 natural), touch 7, flat-footed 17 Base Attack/Grapple: +6/+15 Attack: Masterwork trident +12 melee (2d6+7) or gore +10 melee (1d8+4) Full Attack: Masterwork trident +12/+7 melee (2d6+7) or bite +5 melee (2d6+2) and gore +5 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Acid spew, flying impale 2d8+10, spelllike abilities Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 16, telepathy 100 ft. Saves: Fort +8, Ref +3, Will +5 Abilities: Str 20, Dex 6, Con 17, Int 13, Wis 11, Cha 10 Skills: Bluff +9, Concentration +12, Diplomacy +4, Disguise +0 (+2 acting), Gather Information +9, Intimidate +11, Listen +9, Sense Motive +9, Spot +9, Survival +9, Swim +14 Feats: Blind-Fight, Flyby Attack, Weapon Focus (trident) Environment: Hell Organization: Solitary or team (2–4) Challenge Rating: 5 Treasure: Standard Alignment: Always lawful evil Advancement: 7–9 HD (Large); 10–16 HD (Huge); 17–18 HD (Gargantuan) Level Adjustment: — Bulugons are common in the Third Circle of Hell. Their appetite is legendary: Bulugons are perhaps Hell’s greatest gluttons. Food is scarce on the Third Circle, but they are canny scavengers. Their bloated forms slide easily through the mud and slime, and they can hunt in the icy depths with relative ease. Their corpulent bodies make them clumsy fliers, but amazingly their wings can support their bulk. With its wide jaws and large size, a bulugon can swallow a human-sized being whole, stripping the flesh from the bones and spitting out the remains. Bulugons are typically summoned to the Material Plane as tools of vengeance (either at the behest of their own lords or by evil spellcasters). Necromancers have been known to consort with bulugons because they can provide clean skeletons in just a few minutes.

the heinous lotteries enacted by small communities, as the locals try to choose the next victim of the bulugon’s insatiable appetite. Bulugons have been the cause of countless famines, but they usually return to Hell before vengeful clerics or adventurers can make them pay for their crimes.

Combat Sadly for bulugons, their lives do not consist solely of living off the fat of others. They must sometimes fight for their masters or defend themselves from adventurers. They prefer to fight on the ground but are adept at using their horns in aerial combat. Bulugons may not be very fast or agile, but their considerable bulk adds to the punch when they impact. In the perpetual rain of the Third Circle, enemies rarely see them coming. Bulugons usually fight defensively, using obscuring mist to confuse enemies and scare to get rid of weak opponents. The acid spew is also a nasty surprise.

This monster’s scaly gut of a body has dark dragon-like wings. Its two arms grasp a wicked trident, which might be a fork used to feed its smacking maw, out of which drips a constant flow of saliva. Horns jut over its squinting black eyes.

A newly arrived bulugon uses its charm person ability to win the aid of a few locals. It then sets itself up in a convenient location like a cave or, more blasphemously, a religious shrine. Word goes out through the charmed dupes that the devil must be fed or the community will feel its wrath. The bulugon keeps eating no matter how much food comes in tribute. In just a few days it can deplete the food reserves of the average village. Some bulugons don’t stop even after the food stocks are gone. These malefic gluttons turn on the locals and start to feed on them. There are many tales of

A bulugon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Acid Spew (Ex): The digestive system of a bulugon contains powerful acid. In combat it can spew out this acid in a 10-foot cone once every 5 rounds, dealing 3d6+6 damage. A successful Reflex save (DC 16) halves the damage. The save DC is Constitution-based. Flying Impale (Ex): An airborne bulugon can use its horns to make a flying impale attack as part of a charge. The gore attack deals double damage. The impact of this attack brings the bulugon’s flight to an end, so it is usually made only against ground targets.

Spell-like Abilities: 1/day—charm person (DC 11), obscuring mist, scare (DC 12). Caster level 6th. The save DCs are Charisma-based.

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Bune, Duke of Eloquence (Fallen Trumpet Archon)

Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 20d8+160 (250 hp) Initiative: +6 Speed: 40 ft. (8 squares), fly 90 ft. (good) Armor Class: 27 (–1 size, +2 Dex, +16 natural), touch 11, flat-footed 25 Base Attack/Grapple: +20/+33 Attack: Claw (+4 unholy hand wrappings) +32 melee (1d6+13 plus 2d6 against good) Full Attack: 2 claws (+4 unholy hand wrappings) +32 melee (1d6+13 plus 2d6 against good) Space/Reach: 10 ft./10 ft. Special Attacks: Blasphemous benediction, grant temptation, implosion gaze, probe soul, spell-like abilities, spells, unholy compact Special Qualities: Aura of menace, bestow eloquence, damage reduction 10/good and magic, darkvision 60 ft., holy interdict, immunity to electricity and petrification, low-light vision, magic circle against good, spell resistance 29, teleport, tongues, unsettling aura Saves: Fort +20 (+24 against poison), Ref +14, Will +14 Abilities: Str 28, Dex 15, Con 27, Int 16, Wis 14, Cha 30 Skills: Bluff +37, Concentration +31, Diplomacy +37, Disguise +10 (+12 acting), Escape Artist +25, Hide +21, Intimidate +12, Knowledge (the planes) +26, Knowledge (religion) +26, Listen +25, Perform (wind instruments) +33, Sense Motive +29, Spot +25, Survival +2 (+4 on other planes), Use Rope +2 (+4 with bindings) Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Power Attack, Silent Spell Environment: Hell Organization: Unique or retinue (Bune plus 3 pit fiends, 1 bone devil, and 2–5 other devils) Challenge Rating: 22 Treasure: No coins; double goods; standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — Long-sealed volumes in the locked basements of holy temples tell the story of the Primogenial Rebellion, when the solar Iblis (see page 169) refused the will of the Lords of Good and brought legions of archons to their doom in the depths of Hell. Only the most learned tomes reveal that many of the celestials who followed Iblis to perdition were convinced to do so by the calculatingly influential principality Bune [boo-NAY], a trusted trumpet archon who had long commanded the bene elim celestials of the Sun God.

When the Lords of Good damned Bune, they punished him in what they thought was the harshest way possible. First, they stripped him of the holy trumpet of his station. Next, since his words had caused so much trouble, they erased his mouth from his comely face. Finally, they plucked out his penetrating, handsome eyes and set the sockets aflame with agonizing orange fire. Yet despite these deformities, Bune has persevered. Soon after the Fall, he was taken in by Asmodeus, Lord of the Ninth Circle, and given protection and a lair in the form of a shining castle called Neverdusk. There he is served by a personal guard of three pit fiends and several devils of lesser rank.

As Iblis made his historic stand, Bune worked behind the scenes, whispering to doubting celestials that Iblis’s actions must be a test from the Lords of Good, and that to pass it they would have to show support for Iblis. No one knows whether Bune genuinely believed his own rousing words of solidarity, but many of the other Bune knows Celestial, Draconic, Looking like a winged elf, this creature’s body is partially archons, perhaps with a preexisting and Infernal and can understand covered by wrappings, which resemble bandages. His beauty is sliver of faithlessness or arrogance, any other language because of his flocked to his cause. In the end, marred by his lack of a mouth, and where his eyes should be, tongues ability. He is unable to speak, Iblis’s betrayal may indeed have been there are leaping flames. however, and must communicate via a test. But thanks to the diplomatic a complicated series of hand gestures. efforts of Bune, far more failed than These are interpreted by a canny otherwise might have, and all were bone devil named Regudel, who serves as Bune’s majordomo. cast into the bowels of the underworld. Many of the fallen hate Bune with an unequalled passion, blaming him for their disgrace.

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In the intervening years, Bune has become a patron of liars and corrupt politicians. Bishops of apostate cults say silent vespers to the Duke of Eloquence, praying that none will see through their profane ruse. Captured murderers on the way to trial carve ritualistic scars upon their flesh, hoping to attract Bune’s attention and blessings. On the eve of important negotiations with an enemy nation, a sovereign might enter a portal to Hell to confer with Bune on how best to convince the other of good intentions while at the same time ordering the murder of that rival’s family.

Combat Bune has little interest in physical combat. If it appears that a battle is imminent, he immediately triggers his implosion gaze. However, he is more than a match for most combatants if he must fight. The Duke of Eloquence shuns weapons, instead fighting with claws bound in +4 unholy hand wrappings. Bune’s natural weapons, as well as any weapons he wields, are treated as evil-aligned, lawful-aligned and magic for the purpose of overcoming damage reduction.

These leather-and-cloth bindings, when wrapped about fists or claws, grant an enhancement bonus of +1 to +5 to the wearer’s attack and damage rolls with unarmed attacks and natural weapons. Wearing them is like wearing gloves and takes up that “slot”; they can be further imbued with special abilities as magic weapons can. Bune’s hand wrappings are made from the cured skin of a titan. The titan had angered the God of Retribution and sought to make amends. One of Bune’s agents, posing as an astral deva, convinced the titan that only a very personal sacrifice would appease the angry god. The titan cut slices of his own flesh off his arms, legs, and torso and presented them to the agent. One hour later they were in Bune’s hands, ready for enchantment. The titan never learned who had fooled him out of his own flesh, nor did he ever reconcile with the God of Retribution. Faint to strong transmutation; CL 5th at least; Craft Magic Arms and Armor, magic fang, caster must be of a level three times that of the wrappings’ enhancement bonus; Price is twice the market value of a magic weapon with the same bonus. Thus, Bune’s +4 unholy hand wrappings are twice the cost of a weapon with a +6 bonus (+4 enhancement bonus and +2 bonus from the unholy special ability), or 144,000 gp.

For full descriptions of abilities common to fallen celestials, see the fallen celestial template on page 161. Blasphemous Benediction (Su): Bune grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. Implosion Gaze (Su): At will, Bune can change the fire in his eye sockets from brilliant orange to dull gray, initiating a gruesome gaze attack with a range of 50 feet. Any creature within range must succeed at a Fortitude save (DC 30) or collapse in upon itself with a sickening pop, killing it instantly. The save DC is Charisma-based. Probe Soul (Su): The Will save to resist Bune’s persuasion has a DC of 30. Spell-like Abilities: At will—detect good, continual flame, message; 3/day—unholy aura (DC 28); 2/day—charm person (DC 21), disguise self, protection from good; 1/day—blasphemy (DC 27), command (DC 21), dispel good (DC 25), fire storm (DC 28), misdirection (DC 22), nondetection, soul bind (DC 29), speak with dead (DC 23), suggestion (DC 23), summon monster IX (devils only), unhallow, unholy blight (DC 24). Caster level 20th. The save DCs are Charisma-based. Spells: Bune can cast divine spells as a 14th-level cleric. Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3; DC 12 + spell level): 0—detect magic, guidance (2), read magic, resistance (2); 1st—bane (2), divine favor (2), protection from chaos*, sanctuary, shield of faith; 2nd—bull’s strength (2), death knell, desecrate*, owl’s wisdom (2), silence; 3rd—bestow curse, dispel magic, magic circle against chaos*, magic vestment, protection from energy; 4th—dismissal, divine power, order’s wrath*, sending, spell immunity; 5th—dispel chaos*, flame strike, mass inflict light wounds, plane shift; 6th—geas/quest, heal, hold monster*, mass eagle’s splendor; 7th—dictum*, greater scrying, summon monster VII. *Domain spell. Domains: Evil and Law. Unholy Compact (Su): A soul bound by this agreement is trapped in Bune’s domain on the Ninth Circle of Hell upon death.

Aura of Menace (Su): A frightening aura surrounds Bune when he fights or gets angry. Any hostile creature within a 20-foot radius of him must succeed on a Will save (DC 32) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Bune. A creature that has resisted or broken the effect cannot be affected again by Bune’s aura for 24 hours. Bestow Eloquence (Su): In exchange for a fitting sacrifice (such as the destruction of some hated being of good alignment or the gift of a magic item worth more than 20,000 gp), Bune bestows his diabolical eloquence upon a supplicant. He places his large, beautiful face to the supplicant’s ear, and despite his lack of a mouth, magically whispers a word in the Elder Tongue, an arcane language of great power. Though the listener never remembers this word, just hearing it fills her with presence and confidence, granting her a +8 profane bonus on all Charisma-based skill checks for the next three days. During this time, the supplicant is also aware of all divination spells cast upon her and can warp the results as she sees fit (such as causing a lawful evil supplicant to appear chaotic good, or masking outright lies as the utter truth).

Volume 3: Legions of Hell

Hand Wrappings

Magic Circle against Good (Su): A magic circle against good effect always surrounds Bune. Caster level 20th. (The defensive benefits from the circle are not included in Bune’s statistics block.) Teleport (Su): Bune can use greater teleport at will, as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of objects. Tongues (Su): Bune can understand any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active, but Bune is unable to use it to speak. Unsettling Aura (Ex): The Will save to resist Bune’s unsettling aura has a DC of 30. Skills: Bune has a +4 racial bonus on Bluff and Sense Motive checks.

Chamagon

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 9d8+18 (58 hp) Initiative: +6 Speed: 50 ft. (10 squares) Armor Class: 24 (+6 Dex, +8 natural), touch 16, flat-footed 24 Base Attack/Grapple: +9/+12 Attack: Wingblade +16 melee (1d10+3) Full Attack: 2 wingblades +16 melee (1d10+3) and bite +10 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Antimagic sphere Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft., uncanny dodge Saves: Fort +8, Ref +12, Will +5 Abilities: Str 16, Dex 22, Con 15, Int 11, Wis 9, Cha 15 Skills: Balance +18, Hide +24, Intimidate +14, Jump +15, Listen +11, Move Silently +24, Search +12, Spot +11, Survival –1 (+1 following tracks) Feats: Dodge, Mobility, Weapon Finesse, Weapon Focus (wingblade)

Environment: Hell Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always lawful evil Advancement: 10–12 HD (Medium); 13–20 HD (Large); 21–27 (Huge) Level Adjustment: — Chamagons are quick-footed devils common on the First Circle of Hell. They are used in the armies of Hell as infiltrators and magical saboteurs. They appeared from nowhere one day in Baal’s legions, fully trained and ready for battle. Their origins are unknown. Some say that they were captured demons transmogrified by Tiamat, while others say the King of Hell granted them as a boon to the Lord of the First Circle. Only Baal knows the truth, and he is too wise of a devil to make it known. Each chamagon generates an antimagic sphere around itself, and Baal has developed several innovative tactics to take advantage of this ability. He often teleports chamagons into the midst of the enemy to sow confusion and wreak

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Furcas, Duke of Rhetoric (see page 164), has an abiding hatred for chamagons. He has no use for the savage creatures, and he has commented that their very existence offends him. Other nobles have noted that while chamagons can take the power out of his words, even they cannot stop Furcas from talking.

Combat With their high speed and mobility, chamagons can fight at the time and place of their choosing. Where possible, they dodge heavily armored opposition to engage spellcasters, who are easy kills when in the grip of an antimagic sphere. When battle turns against them, chamagons flee to fight another day. A chamagon’s natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Antimagic Sphere (Su): A chamagon emanates an antimagic sphere with a 20-foot radius, centered on itself. A chamagon can deactivate or activate the sphere as a standard action. This otherwise functions just like the antimagic field spell (caster level 13th). havoc with their magic-damping abilities. He can achieve a similar effect by sending them forward under cover of night to take up concealed positions.

This gaunt, dark creature is all chiseled muscle and bone. Instead of arms, it has bladed wing-like appendages.

At first sight chamagons appear to have wings, but they can’t fly. Their winglike appendages are actually a series of blades, which chamagons wield with dazzling expertise.

Cranial Wretch

Small Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 18 (+1 size, +6 Dex, +1 natural) Base Attack/Grapple: +3/-2 Attack: Bite +10 melee (1d6-1 and 1d4 acid) Full Attack: Bite +10 melee (1d6-1 and 1d4 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Drool Special Qualities: Devil traits, damage reduction 5/magic Saves: Fort +4, Ref +9, Will +4 Abilities: Str 8, Dex 22, Con 12, Int 10, Wis 12, Cha 12 Skills: Balance +12, Climb +5, Escape Artist +12, Hide +13, Jump +5, Listen +7, Move Silently +12, Spot +7, Use Rope +6 (+8 bindings) Feats: Combat Reflexes, Weapon Finesse Environment: Hell Organization: Clutch (2-6), Host (6-60) Challenge Rating: 2 Treasure: None Alignment: Always lawful evil Advancement: 4-9 HD (Small) Level Adjustment: —

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Only the worst of mortals find themselves in the icy regions of Asmodeus’s layer in Hell. There, the furthest from the light of the good, do these souls truly lament their iniquitous lives, entrapped in ice while devils feast on their brains and sins. Cranial wretches, as planar explorers call them, are small corruptions of the cherub, devoted servants to their master Asmodeus. They travel in swarms through Hell, serving as messengers or spies all in service to the dark lord.

Uncanny Dodge (Ex): A chamagon retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 13th level. It can flank characters with the uncanny dodge ability as if it were a 9th-level rogue.

Skills: Chamagons receive a +6 racial bonus to Hide and Move Silently checks.

The field of ice entraps a suffering human, his eyes rolling in agony and horror, his breath escaping in small sobs. Straddling his neck is a small red-skinned devil, perhaps a fiendish cherub, whose over-large mouth sucks on the back of the man’s head. When it notices you, it releases the imprisoned soul, leaving ropes of smoking drool as it pulls away. Small bits of flesh and brain matter fall to the icy ground before it shudders and takes to wing, chuckling to itself.

Cranial wretches speak Infernal.

Combat Cranial wretches are poor combatants, being better suited to tormenting the sinners that come to their plane. If forced into direct conflict, they use

their bite attacks to shred their foes. If clearly outmatched, they flee. A cranial wretch’s attacks are considered magical for purposes of overcoming damage reduction.

Drool (Ex): A cranial wretch’s drool is powerfully acidic, able to liquefy flesh and bone. Once every 1d4 rounds, when excited or angry, cranial wretches generate a profusion of the saliva, and spit it up to 30 feet away as a ranged touch attack. The gobbet of phlegm deals 2d4 points of acid damage on a successful hit and burns for 1 additional round, dealing another 1d4 points of acid damage unless somehow cleaned off or neutralized.

Dagon, Warden of the Stygian Depths Huge Outsider (Aquatic, Devil, Evil, Extraplanar, Lawful)

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The primary purpose of these devils is to extract the memories, minds and sins from the most wicked of mortals condemned to an eternity in Hell. The cranial wretch latches onto the victim, and spreads its sensual lips to suckle on the backs of its prey’s heads. Though cranial wretches enjoy the fresh bloody meat found within the skull, they exercise unbelievable restraint, selecting the choicest bits to savor as the victim lives on to suffer for eternity.

Hit Dice: 18d8+90 (171 hp) Initiative: +6 Speed: 40 ft. (8 squares), swim 60 ft. Armor Class: 26 (–2 size, +2 Dex, +12 natural, ring of protection +4), touch 14, flat-footed 24 Base Attack/Grapple: +18/+35 Attack: Claw +25 melee (2d8+9) Full Attack: 2 claws +25 melee (2d8+9) and bite +23 melee (2d6+4) and tail slap +23 melee (2d6+4) Space/Reach: 15 ft./15 ft. Special Attacks: Monsters of the deep, razorfish swarm, spell-like abilities Special Qualities: Amphibious, churning waters, damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 28, telepathy 100 ft., underwater sense Saves: Fort +16, Ref +13, Will +15 Abilities: Str 28, Dex 14, Con 20, Int 16, Wis 14, Cha 17 Skills: Climb +30, Concentration +26, Diplomacy +26, Hide +15, Intimidate +24, Jump +30, Knowledge (the planes) +24, Listen +23, Sense Motive +23, Spot +23, Survival +23 (+25 on other planes), Swim +17 Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack Environment: Hell Organization: Unique or retinue (Dagon plus 20 fiendish sahuagin) Challenge Rating: 17 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Dagon is Leviathan’s most loyal minion. He is entrusted with the defense of the Fifth Circle of Hell—and he is very good at his job. Dagon won his position several thousand years ago, during a major war in Hell when Belial, Lord of the Fourth Circle, led an invading army into the Fifth Circle. While thousands of devils were dying on both sides, Leviathan’s generals bickered. Fed up, Dagon took matters into his own hands. He lured Belial’s forces onto an ice shelf and then summoned up monsters from the deep. On Dagon’s command, the sea monsters smashed the ice shelf, sending countless of Belial’s soldiers into the churning depths. So great was the feeding that day, it is said, that Dagon’s monsters did not eat again for a hundred years. Leviathan consumed his previous warden and gave Dagon the job. Since that time, Dagon has secured the Fifth Circle for his master. He has spies everywhere, sending out patrols both above and below the sea. Only three of his minions have ever moved against him—all are dead.

Dagon’s favorite servants on the Material Plane are the sahuagin, and many of them worship him as a god. This has not enamored Dagon to the patron god of sahuagin. Belial, eager to avenge his humiliation at Dagon’s hands, is rumored to be seeking an alliance with the sahuagin god.

Combat Dagon is at his most dangerous when underwater, but even on land he is formidable. In a serious fight, he summons aid and uses swarms of razorfish to tear up his enemies. If things don’t go his way, though, he teleports away.

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He is frequently accompanied by a retinue of fiendish sahuagin, each of which has maximum hit points. Dagon’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

This giant humanoid has a froglike head crowned with a wide webbed fan. Its clawed limbs and long tail are also webbed and covered with fish-like spines.

Churning Waters (Su): Water swirls and churns around Dagon. Such is the force of this effect that all attacks against him suffer a –2 circumstance penalty underwater. This ability is constantly in effect, even when Dagon is flat-footed, stunned, or the like. Monsters of the Deep (Sp): Once per day Dagon can attempt to summon 1d3 fiendish sea lions with a 75% chance of success, a fiendish dragon turtle with a 50% chance of success, or a fiendish kraken with a 25% chance of success. Razorfish Swarm (Sp): When Dagon is underwater, once every 5 rounds he can summon a swarm of vicious razorfish to attack his enemies. Razorfish are predators common on the Fifth Circle, and they can skin nearly anything in seconds flat. Treat this attack as a 20-foot-radius spread centered anywhere underwater within 200 feet of Dagon. Creatures within the area take 10d8

points of damage, half with a successful Reflex save (DC 20). The razorfish cannot be attacked, since there are far too many of them and they dissipate as quickly as they coalesce, 1 round after being summoned.

Spell-like Abilities: At will—control water, detect good, dispel magic, greater teleport (self plus 50 pounds of objects only), locate object, suggestion (DC 16). Caster level 10th. The save DC is Charisma-based. Underwater Sense (Ex): Dagon can locate creatures underwater within a 60-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without a central nervous system, such as undead, oozes, and constructs; Dagon can locate such creatures only within a 30-foot radius. Dagon is not fooled by figments when underwater. Skills: Dagon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

Darksphinx Large Outsider (Evil, Extraplanar)

Hit Dice: 9d8+16 (56 hp) Initiative: +7 Speed: 40 ft. (8 squares), fly 60 ft. (poor) Armor Class: 24 (–1 size, +3 Dex, +12 natural), touch 12, flatfooted 21 Base Attack/Grapple: +9/+19 Attack: +2 longsword +16 melee (2d6+8/19–20) or tail slap +14 melee (1d6+6) Full Attack: +2 longsword +14/+9 melee (2d6+8/19–20) and +1 sickle +13 melee (1d8+4) and tail slap +9 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Pounce, rake 1d6+3, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 22 Saves: Fort +8, Ref +9, Will +12 Abilities: Str 23, Dex 16, Con 15, Int 22, Wis 19, Cha 21 Skills: Bluff +17, Climb +18, Concentration +14, Diplomacy +21, Disguise +5 (+7 acting), Heal +16, Hide +11, Intimidate +19, Jump +18, Knowledge (the planes) +18, Listen +18, Move Silently +15, Sense Motive +16, Spot +18, Survival +16 (+18 on other planes) Feats: Alertness, Improved Initiative, Iron Will, Two-Weapon Fighting Environment: Hell Organization: Solitary or covey (2–4) Challenge Rating: 10 Treasure: Double standard Alignment: Always evil (any) Advancement: 10–12 HD (Large); 13–24 HD (Huge) Level Adjustment: +5 (cohort) Duchess Hadriel (see page 166) long admired the gynosphinx. Fierce, enigmatic, and unbelievably intelligent, gynosphinxes were everything that Hadriel aspired to be.

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When she became the Duchess of Domination, Hadriel sought out several gynosphinxes and tried to attract them to her entourage, without success. The creatures would not be wooed by power or prestige. Hadriel decided to approach the problem differently. She visited a powerful gynosphinx named Newella and challenged her to a battle of wits. If Newella won, Hadriel would become her servant. If Hadriel won, Newella would mate with the male of Hadriel’s choosing. The contestants posed each other a dozen riddles and logic puzzles. Newella missed but a single answer, but that was enough.

She was forced to mate with Hadriel’s husband, Duke Bifrons. The resulting half-fiend offspring were the first darksphinxes. Darksphinxes are raised in Hell and learn at Hadriel’s feet, trained as bodyguards and instilled with utter loyalty to the duchess. Hadriel awards them to her most trusted lieutenants, and occasionally to other devil nobles as well. A darksphinx bodyguard is very prestigious and highly sought after in Hell. Many suspect that these “bodyguards” are nothing more than spies for Hadriel, but that has never been proven. Although their job may seem simple, the darksphinxes enjoy their work. Protecting an important personage from assassination in Hell is a never-

Pounce (Ex): If a darksphinx charges a foe, it can make a full attack, including two rake attacks.

The appearance of darksphinxes makes their lineage clear, but they stand upright like humanoids and prefer to use weapons in combat.

Rake (Ex): Attack bonus +14 melee, damage 1d6+3.

Darksphinxes speak Infernal, Sphinx, Celestial, Common, and Draconic.

Combat

This creature has vulture-like

Spell-like Abilities: 3/day—clairaudience/clairvoyance, darkness, detect magic, poison (DC 19), read magic, see invisibility; 1/day—comprehend languages, desecrate, dispel magic, legend lore, locate object, remove curse, unholy blight (DC 19). Caster level 14th. The save DCs are wings, the hind quarters of a Charisma-based.

Darksphinxes usually accompany lion, and the upper body and face of a female humanoid. devil nobles as bodyguards. They stay Once per week a darksphinx can near their charges, using spell-like create a symbol of death, a symbol of abilities to discomfit their enemies fear, a symbol of insanity, a symbol until melee contact is made. In dire of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as circumstances, a darksphinx grabs a charge in its rear legs and flies to safety. the spells (caster level 18th), except that all save DCs are 23 and each A darksphinx’s natural weapons, as well as any weapons it wields, are treated symbol remains a maximum of one week once scribed. The save DCs are as evil-aligned and lawful-aligned for the purpose of overcoming damage Charisma-based. reduction.

Distender

Huge Outsider (Devil, Evil, Extraplanar, Lawful)

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ending intellectual sport, and second-guessing creatures bred to be deceptive is no easy task.

Hit Dice: 8d8+56 (92 hp) Initiative: –1 Speed: 25 ft. (5 squares) Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18 Base Attack/Grapple: +8/+23 Attack: Slam +13 melee (2d6+7/19–20) Full Attack: 2 slams +13 melee (2d6+7/19–20) Space/Reach: 15 ft./15 ft. Special Attacks: Vomit Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 19, telepathy 100 ft. Saves: Fort +13, Ref +5, Will +9 Abilities: Str 24, Dex 8, Con 24, Int 6, Wis 16, Cha 16 Skills: Climb +18, Intimidate +14, Jump +18, Listen +14, Spot +14, Swim +18 Feats: Improved Critical (slam), Improved Sunder, Power Attack Environment: Hell Organization: Solitary or gang (2–5) Challenge Rating: 8 Treasure: None Alignment: Always lawful evil Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan) Level Adjustment: — Distenders are truly foul devils that can be found in all the circles of Hell. Students of the infernal argue over whether distenders were born or bred. Their existence is commonly attributed to Mephistopheles, but it seems unlike the old fox to put such a potent weapon into the hands of his enemies. A distender’s body is divided into four inner chambers, each of which produces one of the four classic humors: black bile, blood, phlegm, and yellow bile. It can regurgitate huge quantities of these fluids, operating as a sort of living artillery piece for infernal armies. The humors’ effects are especially potent on the Material Plane, and even one distender can carry a battle for the forces of evil. Infernal agents and minions thus frequently summon them.

Combat

If distenders have a weakness, it is their low intelligence. They’re smart Distenders are enormous, and their mighty fists alone are strong enough to enough to do what they’re told, but complicated orders are beyond them. squash most enemies into paste. What makes them most effective, however, is They also have a tendency to play with their food: Their name actually comes their vomit attack. This vile ability can have a variety of mind-jarring effects. from their odious habit of force-feeding captured enemies with gouts of humor. When a victim is bloated A distender’s natural weapons, as well with blood and bile but not quite as any weapons it wields, are treated dead, the distender pops the snack as evil-aligned and lawful-aligned for This creature looks like a giant bloated stomach with arms into its mouth and swallows it down. the purpose of overcoming damage Not a pleasant way to go. and legs. reduction.

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Vomit (Ex): Each round a distender can make a single vomit attack, spewing a chosen humor in a 25-foot-long cone. It cannot vomit the same humor two rounds in a row. All types produce mind-affecting attacks that require a successful Will Save (DC 17) to avoid. •

Black Bile: Black bile produces severe melancholy. Creatures affected by black bile become incapable of any action for 1d4 rounds as they stand still, wrapped in their own morose thoughts. The effect is otherwise similar to a hold monster spell.



Blood: Blood makes victims feel happy (despite being covered with sticky gore!). Creatures affected by blood are so filled with optimism and good cheer that they cannot take any offensive action for 1d6

rounds. They may not make attacks, cast damaging or mind-affecting spells, or initiate any action that would harm another. However, they suffer no penalties to Armor Class. •

Phlegm: Phlegm engenders cowardice. Creatures affected by phlegm are so full of fear that they become panicked, fleeing away from the distender for 1d4 rounds. Those that cannot flee for some reason cower in terror instead, and attacks against them are at a +2 bonus.



Yellow Bile: Yellow bile incites violence and vengefulness. Creatures affected by yellow bile are overcome with wrathful feelings for 1d3 rounds. They turn on the nearest creature, friend or foe, with their most powerful attack or spell.

Enforcer of Dis Large Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 11d8+33 (82 hp) Initiative: +3 Speed: 35 ft. (7 squares), fly 40 ft. (average) Armor Class: 25 (–1 size, +3 Dex, +13 natural), touch 12, flat-footed 22 Base Attack/Grapple: +11/+20 Attack: Claw +16 melee (1d8+7 plus fear) Full Attack: 2 claws +16 melee (1d8+7 plus fear) Space/Reach: 10 ft./10 ft. Special Attacks: Fear, rend 2d8+7, spell-like abilities, summon devils Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft. Saves: Fort +10, Ref +10, Will +8 Abilities: Str 20, Dex 16, Con 16, Int 11, Wis 13, Cha 17 Skills: Balance +5, Escape Artist +17, Gather Information +17, Hide +13, Intimidate +17, Jump +7, Knowledge (the planes) +14, Move Silently +17, Spot +15, Survival +1 (+3 on other planes), Tumble +17, Use Rope +3 (+5 with bindings) Feats: Dodge, Mobility, Spring Attack, Weapon Focus (claw), Weapon Specialization (claw)B Environment: Hell Organization: Solitary, team (2–5), or patrol (1 enforcer plus 2d6 herlekins) Challenge Rating: 9 Treasure: Standard Alignment: Always lawful evil Advancement: 12–16 HD (Large); 17–22 (Huge) Level Adjustment: — The Second Circle of Hell largely consists of the enormous city of Dis, home to millions of devils, damned souls, and even desperate mortals. Enforcers of Dis patrol the streets in the name of their lord, Dispater, rooting out lawbreakers and renegades. Dispater rules the city from his iron tower and rarely ventures forth. He may be a schemer and a tyrant, but Dispater does believe in the rule of law. (Of course, he also makes the laws in Dis.) Many devil lords pay lip service to order but act as chaotically as the demons they despise. The enforcers of Dis make their lord’s belief a reality. Enforcers of Dis are, without a doubt, cruel, but they are not capricious. Like their lord, they place value in the law. Enforcers can mete out punishment on the spot for transgressions, and this being Hell, this is swift and severe. The most common penalty is death, followed by imprisonment and torture.

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Combat Enforcers of Dis prefer to get their way without a fight. They are masters of intimidation, and their reputation is such that many renegades surrender without a struggle. They are no strangers to violence, however, and can and do use their claws to deadly effect. Their spell-like abilities usually serve to block off exits or capture an offender for later judgment.

Several neighborhoods of Dis host mortal residents, an oddity in Hell. Some residents were lured here by infernal lies, others came with An enforcer of Dis’s natural weapons, as well as any weapons it wields, adventuring parties and were stranded, and a few even thought they could are treated as evil-aligned and profit in Hell. The enforcers of Dis lawful-aligned for the purpose of pay particular attention to these overcoming damage reduction. districts, most of whose residents This humanoid has a misshapen head, dangerously long live in abject fear of them. One Fear (Su): A creature hit by an needle-like claws, and wings that resemble a tattered cape. word from an enforcer can send enforcer of Dis’s claw attack must anyone to prison—or worse. succeed at a Will save (DC 18) or be affected as though by fear (caster level

Rend (Ex): If an enforcer of Dis hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d8+7 points of damage. Spell-like Abilities: At will—animate dead, charm person (DC 14), detect good,

detect magic, detect thoughts (DC 15), dispel chaos (DC 18), dispel good (DC 18), hold person (DC 16), suggestion (DC 16), greater teleport (self plus 50 pounds of objects only); 3/day—lightning bolt (DC 16), polymorph (self only), prying eyes, wall of fire; 1/day—hold monster (DC 18), wall of force. Caster level 12th. The save DCs are Charisma-based. Summon Devils (Sp): Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success, or another enforcer with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Exiled

Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves. Such a punishment could last decades, centuries or even millennia, depending on the nature and severity of the moral failure. Regardless, these forlorn exiles spend their days here, mostly unmolested by devils, but suffering all the same. Somehow, exiled characters enjoy certain protections from direct harm by other devils—a boon, perhaps, from their gods. While in Hell, they are free to explore its regions, interact with the inhabitants there and learn many of its secrets. Of course, the same restrictions do not apply to non-devil inhabitants, and so exiled characters must beware.

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11th). Whether or not the save is successful, that creature cannot be affected again by that enforcer’s fear ability for 24 hours. The save DC is Charismabased.

Sample Exiled: 5th-level Human Paladin Medium Undead (Augmented Humanoid) Hit Dice: 5d12 (32 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 21 (-1 Dex, +12 sacred), touch 21, flatfooted 21 Base Attack/Grapple: +2/+4 Attack: Slam +4 melee (1d4+2) Full Attack: Slam +4 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: smite evil, turn undead Special Qualities: Aura of courage, darkvision 60 ft., divine grace, damage reduction 10/evil and magic, fast healing 5, lay on hands, purgatory, spell resistance 15, turn immunity, undead Saves: Fort +7, Ref +3, Will +8 Abilities: Str 14, Dex 8, Con —, Int 10, Wis 18, Cha 17 Skills: Concentration +11, Heal +12, Ride +7 Feats: Mounted Combat, Ride-By Attack, Weapon Focus (longsword) Environment: Hell Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Lawful Good Advancement: — Level Adjustment: — This exile is based on a 5th level human paladin with the following ability scores: Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 15.

Combat The exiled disdains combat, preferring to help his allies though “aid another” actions and the like. If personally forced into combat, he uses his slam attack, and smites evil when possible. An exiled character’s attacks are considered both good and magical for purposes of overcoming damage reduction. Smite Evil (Su): Twice per day, this exiled may attempt to smite evil with a normal melee attack. He adds +3 to his attack roll and deals 5 extra points of damage. If he smites an illegitimate target, the use is wasted.

Turn Undead (Su): This exiled turns undead as if he were a 3rd-level cleric, except he does not need a holy symbol. Aura of Courage (Su): This exiled is immune to all types of fear spells and effects. All allies within 10-feet of the exile gain a +4 morale bonus on saving throws against fear. Divine Grace (Su): This exiled adds his Charisma modifier to all of his saving throws. Purgatory (Su): In order for a devil to attack an exiled, the devil must first attempt a Will save against a DC 15. If it succeeds, it may attack the exiled. If the exiled is destroyed, it will rise up 24 hours later, regardless of what actually happened to his physical body. The only permanent way to destroy an exiled is through a wish or miracle. Turn Immunity (Su): Exiled are immune to all turn or rebuke attempts made against them.

Creating an Exiled “Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature (hereafter referred to as the base creature), provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting.

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An exiled has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size remains unchanged. Hit Dice: Increase all current Hit Dice to d12s. The exiled do not gain levels after death. Armor Class: An exiled has a +12 sacred bonus or the base creature’s sacred bonus to AC, whichever is higher. Attack: Reduce the exiled base attack bonus to one-half his Hit Dice. The base creature gains a slam attack. Damage: The base creature’s slam attack deals damage according to the table below.

Exiled Damage Size

Damage

Small Medium Large

1d3 1d4 1d6

Purgatory (Su): Exiled characters are naturally unattractive targets for devils to attack. In order for a devil to attack an exile, the devil must first attempt a Will save (DC equals 10 + ½ the exile’s Hit Dice + the exile’s Cha modifier). If it succeeds, it may attack the exile. If it succeeds in destroying it, the exile rises up 24 hours later, regardless of what actually happened to his physical body. The only permanent way to destroy an exiled is through a wish or miracle. Spell Resistance: Exiled characters gain spell resistance equal to 10 + their total Hit Dice and Levels. Turn Immunity: Exiled characters are immune to all Turn and Rebuke Undead attempts made against them. Immunities: Exiled characters are immune to all mind-based effects (charms, compulsions, phantasms, patterns and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects. They are unaffected by critical hits, non-lethal damage, ability drain, or energy drain. They are immune to all damage to their physical ability scores, fatigue and exhaustion effects and massive damage.

Special Attacks: The base creature retains any extraordinary or supernatural attacks upon gaining this template, but does not retain any spellcasting or spell-like abilities it had formerly in life.

Abilities: Increase from the base creature as follows: Wis +4, Cha +2. As exiled characters are undead, they have no Constitution score, and substitute Charisma for Concentration checks.

Special Qualities: An exiled character retains all the base creature’s special qualities (except those qualifying as spell-like abilities), and gains all of the ones described below.

Environment: Hell

Damage Reduction (Su): Exiled characters gain a supernatural resistance to damage, giving the base creature damage reduction 10/evil and magic. Its slam attacks function as magic weapons for the purposes of overcoming damage reduction.

Treasure: Exiled characters never have any possessions.

Darkvision: Exiled characters have darkvision 60 ft., or the darkvision of the base creature, whichever is better.

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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Fast Healing (Ex): Even though the gods placed their former exalted servant in Hell, they are not without mercy—exiled characters gain fast healing 5.

Organization: Solitary, Pair or Lyceum (3-18) Challenge Rating: Same as the base creature. Alignment: Same as the base creature. Advancement: None Level Adjustment: +0

Advancement: By character class Level Adjustment: — Hit Dice: 10d8+30 (75 hp) Initiative: +4 Moving up in the caste system of Hell is an arduous task. It can take Speed: 40 ft. (8 squares) thousands of years of loyal service, an act of sacrifice, or seizing on a unique Armor Class: 23 (–1 size, +4 Dex, +10 natural), touch 13, flat-footed 19 opportunity—one that may never come. While there are many devils who are Base Attack/Grapple: +10/+17 willing to adhere to the rules of society, others prefer the code of the silent Attack: +2 kukri +15 melee (1d6+5/15–20) knife. It is these power-hungry fiends who call upon the faceless. Full Attack: +2 kukri +13/+8 melee (1d6+5/15–20) and +2 kukri +13/+8 The faceless are a society of cutthroats who make their services available melee (1d6+3/15–20) to anyone willing to pay the price. That price is souls. Upon successfully Space/Reach: 10 ft./10 ft. completing an assignment, the killer returns to its employer wearing the Special Attacks: Bloodletting, dance of blades, spell-like abilities proof of success—the face of its target. Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in No one is certain where in Hell the faceless reside. Devils who wish to hire darkness, spell resistance 20, telepathy 100 ft. a member of this secret society must communicate through intermediaries Saves: Fort +10, Ref +11, Will +10 who, if the job is accepted, relate the price to be paid (based strictly upon the Abilities: Str 16, Dex 18, Con 17, Int 12, Wis 17, Cha 20 target’s station). There is no further communication until the assassination is Skills: Balance +19, Climb +16, Escape Artist +17, Hide +13, Jump +18, attempted. Listen +16, Move Silently +17, Spot +16, Tumble +19, Use Rope +4 (+6 A number of strict guidelines bind with bindings) each member of the faceless. They Feats: Improved Critical (kukri), This powerfully muscled humanoid is a fearsome sight. He are never to kill unless they have Improved Two-Weapon Fighting, been specifically given a target. They Two-Weapon Fighting, Weapon wears the rigid face of dead man pinned to his own and may never take assignments other Focus (kukri) carries a bloody kukri in each hand. than those given to them by their Environment: Hell superiors. A target is assigned one Organization: Solitary faceless, who must succeed in that Challenge Rating: 9 mission or die trying. If an assassination is unsuccessful, the fee is returned. Treasure: Standard coins; no goods; standard items In addition, the former target has the right to hire one of the faceless to kill Alignment: Always lawful evil the original employer—free of charge.

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Faceless are sometimes sent to the Material Plane to take out particularly troublesome enemies of Hell. They use kukris almost exclusively.

Combat Despite the strict rules of employment, any semblance of honor disintegrates once the faceless engage in combat. They polymorph themselves to avoid detection or lurk invisibly in the shadows, waiting to catch their prey with its back turned. Alternatively, they use other spell-like abilities, such as charm person or nightmare, to first soften up a target, then find a weak spot and exploit their cruel bloodletting talent. A faceless’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Bloodletting (Ex): The faceless take pride in knowing the vital areas of their targets. If one successfully hits an opponent twice in the same round of combat, it has opened a gaping wound in a vital area, such as the neck or femoral artery. This deals an additional 2d6 points of damage. Should the faceless land three blows in the same round, this increases to 3d6 points of damage. Anyone with the bad luck to be on the receiving end of four hits in a single round takes 3d6 points of damage as above and must succeed at a Fortitude save (DC 15) or die, as though they had sustained massive damage. Creatures immune to critical hits are immune to bloodletting. Dance of Blades (Ex): The faceless learn to perform hypnotizing tricks with their weapons during combat. This entails walking the blades over their knuckles, waving them in front of a target until they blur, or even juggling them. A faceless can attempt the dance of blades as a standard action. Any target that watches this display must make a successful Will save (DC 20) or be stunned for 1 round. The save DC is Charisma-based. Spell-like Abilities: At will—bull’s strength, charm person (DC 16), polymorph (self only); 1/day—greater invisibility, nightmare (DC 20), teleport. Caster level 10th. The save DCs are Charisma-based.

Fallen Celestial

The Outer Planes are the battleground of ideas and ideals. Just as fiends represent all that is evil and profane, the celestial inhabitants of the planes of good embody all that is righteous and benevolent. For the most part, fiends and celestials meet only as combatants, champions of their mutually exclusive ideologies. Malignancies have a way of spreading, however, and even paragons of purity are susceptible to the beckoning song of sin. Fallen celestials are a paradox. According to the laws of planar philosophy, they should not exist: Celestials are made of the essence of goodness. Yet a very, very few do become corrupted by evil. This quandary is perhaps best personified by the solar Iblis, who is thought to have been the first celestial being to fall from grace. In refusing to serve the first mortals, Iblis fell victim to the deadly sin of pride. The Samyasan Host (some 200 archons led by the seraph Samyasa) also abandoned the heavens in their lust for mortal pleasures. The ranks of the fallen include the proud, gluttonous, covetous, and others who succumbed to all manner of failings. Most fallen celestials appear as corrupted versions of their original selves. A fallen hound archon, for instance, might still have a powerful canine head, but with eyes that flicker with black fire and a mouth that drools sickly green bile. Fallen astral devas often find their feathered wings become leathery and batlike. Forked tails and cloven hooves are frequent but by no means the only forms of “mutation” common to fallen celestials. Fallen celestials may advance according to the rules for their original type, but they cannot ascend to higher celestial forms. The fallen are not truly fiends and cannot technically be classified as devils, demons, or daemons (though many scholars settle for such sloppy categorization). Some serve fiendish lords—indeed, some rule whole layers of Hell and the Abyss. Others ignore the bizarre hierarchies of the fiends altogether. A small number of fallen celestials cling to some vestige of their ancient ideals, seeing fiends as unholy blights fit only to be purged in some

grand re-imagining of the Outer Planes. At the heart of it, however, every fallen celestial is defined by the flaws that caused its disgrace in the first place. Though all fallen celestials willfully turned from the cause of good, not all expected to be thrown down for their transgressions. Some, even after centuries, cannot believe what has happened to them, and continue, as much as they are able, to live righteous lives. More often, fallen celestials remain deeply embittered about their outcast status, working to make a mockery of everything they once held sacred. Few enemies of the Lords of Good are as spiteful as the fallen.

Sample Fallen Celestial: Fallen Trumpet Archon Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: +7 Speed: 40 ft. (8 squares), fly 90 ft. (good) Armor Class: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24 Base Attack/Grapple: +12/+17 Attack: +4 greatsword +21 melee (2d6+11/19–20) or claw +17 melee (1d4+5) Full Attack: +4 greatsword +21/+16/+11 melee (2d6+11/19–20) and bite +12 melee (1d6+2) or 2 claws +17 melee (1d4+5) and bite +12 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Blasphemous benediction, grant temptation, probe soul, spell-like abilities, spells, trumpet, unholy compact

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Special Qualities: Aura of menace, damage reduction 10/good, darkvision 60 ft., holy interdict, immunity to electricity and petrification, magic circle against good, spell resistance 29, teleport, tongues, unsettling aura Saves: Fort +14 (+18 against poison), Ref +11, Will +10 Abilities: Str 20, Dex 17, Con 23, Int 16, Wis 14, Cha 18 Skills: Bluff +8, Concentration +21, Diplomacy +21, Escape Artist +18, Handle Animal +19, Knowledge (any one) +18, Listen +17, Move Silently +18, Perform (wind instruments) +19, Ride +20, Sense Motive +21, Spot +17, Use Rope +3 (+5 with bindings) Feats: Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack Environment: A lawful evil–aligned plane Organization: Solitary Challenge Rating: 16 Treasure: No coins; double goods; standard items Alignment: Always lawful evil Advancement: 13–18 HD (Medium); 19–36 HD (Large) Level Adjustment: —

Combat A fallen trumpet archon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Spell-like Abilities: At will—detect good, continual flame, message; 2/day—charm person (DC 15), disguise self, protection from good; 1/day—blasphemy (DC 21), command (DC 15), dispel good (DC 19), misdirection (DC 16), nondetection, speak with dead (DC 17), suggestion (DC 17), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based. Spells: Fallen trumpet archons can cast divine spells as 14th-level clerics. A fallen trumpet archon has access to two of the following domains: Air, Destruction, Evil, Law, or War (plus any others from its deity). Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3; DC 12 + spell level): 0—detect magic, guidance (2), read magic, resistance (2); 1st—bane (2), divine favor (2), protection from chaos*, sanctuary, shield of faith; 2nd—bull’s strength (2), death knell, desecrate*, owl’s wisdom (2), sound burst; 3rd— deeper darkness, invisibility purge, magic circle against chaos*, magic vestment, protection from energy; 4th—dismissal, divine power, order’s wrath*, poison,

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spell immunity; 5th—dispel chaos*, mass inflict light wounds, plane shift, slay living; 6th—banishment, harm, heal, hold monster*; 7th—dictum*, mass inflict serious wounds, summon monster VII. *Domain spell. Domains: Evil and Law. Trumpet (Su): The fallen archon’s corrupted trumpet produces music of haunting, chilling clarity and, if the fallen wills it, paralyzing fear. All creatures except archons within 100 feet of the blast must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charismabased. The fallen archon can also command its trumpet to become a +4 greatsword as a free action. If the trumpet is ever stolen, it becomes a chunk of useless lead until the fallen archon can recover it. Aura of Menace (Su): A frightening aura surrounds a fallen archon that fights or gets angry. Any hostile creature within a 20-foot radius of the fallen archon must succeed on a Will save (DC 22) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the fallen archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same fallen archon’s aura for 24 hours. The save DC is Charisma-based. Magic Circle against Good (Su): A magic circle against good effect always surrounds a fallen archon. Caster level 12th. (The defensive benefits from the circle are not included in a fallen archon’s statistics block.) Teleport (Su): Fallen archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects. Tongues (Su): Fallen archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Creating a Fallen Celestial “Fallen celestial” is an acquired template that can be added to any celestial (any angel, archon, or similar good outsider), hereafter referred to as the base creature. Fallen celestials retain the celestial qualities of the base creature, save that any innate abilities that target evil are reversed. (For instance, an archon’s persistent magic circle against evil changes into a magic circle against good.) Likewise, any ability to cast spells from the Good domain

A fallen celestial uses all of the statistics and abilities it had before its fall, with the following exceptions. Speed: If the base creature had a mode of flight, it retains it, along with its original flying speed and maneuverability. There is a 75% chance that a base creature who could not fly develops wings, granting the ability to fly at the creature’s base land speed (average maneuverability). Attack: A fallen celestial gains two claw attacks and a bite attack, if it did not have them already and it has an appropriate anatomy. The claws become its primary natural weapon. If the base creature can use weapons, the fallen celestial retains this ability, along with any other attack forms the base creature possesses. Damage: If the base creature does not have bite and claw attacks, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Fallen Celestial Damage Size

Bite Damage

Claw Damage

Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6

— 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6

Special Attacks: A fallen celestial retains all the special attacks of the base creature (unless otherwise noted). A fallen celestial with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated in the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. If the base creature can use any of these abilities more frequently than indicated here, use the base creature’s higher frequency. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Fallen Celestial Special Attacks Hit Dice 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17–18 19–20

Abilities Command, disguise self 2/day, protection from good 2/day Charm person 2/day, nondetection Misdirection, suggestion Speak with dead, unholy blight Dispel good Blasphemy Unhallow, unholy aura 3/day Fire storm Summon monster IX (fiends of like alignment only) Soul bind

modifier) or become extremely amenable to the fallen celestial’s words and actions, suffering a –6 profane penalty on all saves against enchantment spells and spell-like abilities of that fallen celestial for seven days. Additionally, the fallen celestial receives a +6 circumstance bonus on all Bluff and Diplomacy checks made against that creature over the same period. Unholy Compact (Su): As a full-round action, a fallen celestial may engage a living creature in a blasphemous agreement. The fallen offers the realization of a great temptation in exchange for the mortal’s soul upon that being’s death. When a mortal who has consented to the unholy compact dies, his or her soul travels to the fallen’s domain in the Lower Planes. There it is permanently trapped, as though with the spell soul bind. The terms of the compact must be absolutely clear, and the mortal cannot be under any form of magical compulsion, lest the agreement be considered null and void. Acceptance need be no more than a verbal statement, which is a free action. In noncombat situations, some fallen celestials prefer to draw up a physical contract, but this is an affectation. As soon as the agreement is in place, the fallen must spend its next action using its grant temptation ability (see below). Freeing oneself from an unholy compact is nearly impossible. Even a wish or miracle cannot release the promised soul. A still-living mortal is released only if the fallen is destroyed, or if he or she can somehow convince it to give up its claim without magical compulsion. A fallen celestial automatically knows if a given mortal has entered into a compact with another, and has little patience with those it knows it cannot corrupt.

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is changed to spells of the Evil domain. The creature’s alignment-based subtype changes from good to evil.

Grant Temptation (Sp): Fallen celestials with 10 or more Hit Dice can grant a wish or miracle (caster level 20th) to any living creature who has willingly entered an unholy compact (see above). This ability may be used once per week. A given mortal may never benefit from more than one such grant. Special Qualities: A fallen celestial retains the special qualities of the base creature, with the exceptions listed below. Holy Interdict (Ex): As a consequence of their disgrace, the fallen are forever barred from venturing to the Upper Planes, whether by magical or nonmagical means. Likewise, they have difficulty entering holy places, such as churches and even graveyards dedicated to the Lords of Good. In order to do so, the fallen celestial must succeed at a Will save (DC 25). (The save DC may be higher for especially sanctified places, such as the main temple of the pantheon’s chief deity.) Unsettling Aura (Ex): Something about the fallen celestial’s presence, whether it is disguised or not, causes animals to become unsettled: Dogs bark, horses rear, and so on. This aura affects all creatures within a radius of 150 feet that have the animal type. An animal must succeed at a Will save (DC = 10 + 1/2 fallen celestial’s HD + fallen celestial’s Charisma modifier) or become shaken. If it fails the save by more than 10, it becomes frightened and flees. Saves: Same as the base creature. Abilities: Alter the base creature as follows: Wis –2, Cha +2. Skills: Fallen celestials have a +4 racial bonus to Bluff and Sense Motive checks. They otherwise retain the same skills and ranks as the base creature.

Blasphemous Benediction (Su): A fallen celestial may bestow an unholy blessing upon an individual it touches. Anyone so touched receives a +1 profane bonus on attack and weapon damage rolls for every 3 HD of that fallen celestial’s total for 1 minute (minimum bonus +1, maximum +6). This bonus does not apply to spell damage. A fallen celestial may touch one being each round, as a standard action.

Environment: Any evil-aligned plane.

Probe Soul (Su): As a standard action, a fallen celestial may make a melee touch attack to form an empathic link with a living creature. At that moment, both the fallen and that mortal experience an image of the mortal’s greatest temptation—and of that temptation realized. The touched creature must succeed at a Will save (DC = 10 + 1/2 fallen celestial’s HD + fallen celestial’s Charisma

Alignment: Always evil (retains previous law/chaos disposition).

Organization: Solitary. Challenge Rating: Same as the base creature +2. Treasure: Same as the base creature.

Advancement: Same as the base creature. Level Adjustment: Same as the base creature +4. (Some extremely powerful fallen celestials develop unique supernatural and spell-like abilities, and hence have commensurately higher Challenge Ratings.)

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Furcas, Duke of Rhetoric Large Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 16d8+48 (120 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 25 (-1 size, +6 Dex, +5 natural, ring of protection +5), touch 20, flat-footed 19 Base Attack/Grapple: +16/+24 Attack: +3 brilliant energy short sword +22 melee (1d8+7/19–20) Full Attack: +3 brilliant energy short sword +22/+17/+12/+7 melee (1d8+7/19–20) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells, words of power Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 26, telepathy 100 ft. Saves: Fort +13, Ref +16, Will +13 Abilities: Str 19, Dex 22, Con 17, Int 26, Wis 17, Cha 22 Skills: Appraise +8 (+10 with alchemical items), Bluff +25, Concentration +22, Craft (alchemy) +27, Decipher Script +27, Diplomacy +29, Disguise +6 (+8 acting), Forgery +27, Intimidate +8, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (nature) +27, Knowledge (the planes) +27, Knowledge (religion) +27, Listen +22, Search +27, Sense Motive +22, Spellcraft +29, Spot +22, Survival +3 (+5 aboveground, +5 on other planes, +5 following tracks) Feats: Empower Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Spell Penetration, Still Spell Environment: Hell Organization: Unique or with bodyguard (2-5 enforcers of Dis) Challenge Rating: 18 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Duke Furcas is Hell’s foremost intellectual, at least in his own mind. He is a member of Dispater’s court and thus spends the majority of this time in the city of Dis. This suits Furcas just fine, since Dis is the closest thing Hell has to a center of knowledge. Furcas has written many books that circulate throughout the Material Plane. His favorite is Gods or Monsters: An Investigation Into the Nature of Divinity. This book argues that the gods are not gods at all, but powerful yet petty beings who fool mortals into worshipping them. All of Furcas’s books are meant to lead the reader into evil by destroying their cherished beliefs with cold logic and powerful rhetoric. Furcas presides over the Forbidden Library, an octagonal edifice in the city center. The library is a den of blasphemous secrets, the ultimate destination for evil mages and cultists from across the planes. Parts of this collection are nearly as old as the planes themselves. Access, of course, is strictly controlled by Furcas. Only those willing to donate a rare volume or their own services may enter. Furcas has collected more than one soul in this way, and it allows him to maintain a cadre of agents on the Material Plane second to none.

manipulate the psyche. They have never confronted each other directly, instead preferring to play a great game down through the centuries. The dukes try to prove their mastery by converting each other’s minions. Both courts are riddled with double agents, and only intellects such as theirs can keep track of where true loyalties lie. Neither Furcas nor Bune misses an opportunity to show up his rival.

If Duke Furcas has a weakness, it’s that he craves recognition for his genius. It is not enough for him to outsmart a foe; he must make sure that the deed is publicized. Even his books, A glance of cunning in his eyes, this humanoid man has horns Duke Furcas enjoys the occasional written under pen names, contain physical confrontation. He likes to complicated ciphers that reveal the extending straight out on either side of his bald head and a set up traps and ambushes using true author to those smart enough to long beard twisted into a point. His robe is turned down at his impressive array of spells. He figure it out. His thirst for accolades the waist to reveal a toned torso and, flanking his neck, two considers a battle boorish if it actually has gotten him into trouble in the iron rings set into the flesh of his shoulders. comes to smelly grunts swinging past. Dispater pierced his body with swords at him. In such cases, he iron rings and hung Furcas from his teleports away as soon as possible. tower for a year after a particularly notorious incident. Furcas has kept Duke Furcas’s natural weapons, as well as any weapons he wields, are treated as the rings in his body as a sign of obeisance. evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Furcas’s greatest rival in Hell is Bune, Duke of Eloquence (see page 152). Spell-like Abilities: At will—greater invisibility, levitate, polymorph (self only), Both devils use honeyed words as weapons, but Furcas’s rhetoric is backed suggestion (DC 19), greater teleport (self plus 50 pounds of objects only), whispering up with knowledge. His arguments are based on fact and logic, while Bune’s wind; 2/day—discern location, globe of invulnerability, protection from good, prying eyes;

Combat

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Spells: Duke Furcas casts spells as a 20th-level wizard. His spell selection is usually heavy with divinations, but he switches to combat spells if he knows a confrontation is imminent. Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4; save DC 18 + spell level): 0—arcane mark, detect magic, mage hand, resistance; 1st—detect secret doors, mage armor, magic missile (2), shield, true strike; 2nd—detect thoughts, eagle’s splendor, flaming sphere, fox’s cunning, owl’s wisdom, scorching ray; 3rd—clairaudience/clairvoyance, deep slumber, displacement, fireball (2), vam-

piric touch; 4th—bestow curse, detect scrying, fear, ice storm, phantasmal killer, wall of fire; 5th—cloudkill, feeblemind, major creation, mind fog, telekinesis; 6th—chain lightning, eyebite, greater dispel magic (2), true seeing; 7th—banishment, greater arcane sight, greater scrying, spell turning, waves of exhaustion; 8th—incendiary cloud, maze, mind blank, moment of prescience, polar ray; 9th—dominate monster, energy drain, power word kill, summon monster IX. Words of Power (Sp): Furcas is a master of language and he knows how to make the most out of even a single word. He can disrupt hostile spells with such quickness and efficiency that he can cast counterspells at will without needing to ready an action to do so. Furcas may cast but one counterspell per round (doing so is a free action).

Gladiatrix

Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 8d8+24 (60 hp) Initiative: +3 Speed: 30 ft. in breastplate armor (6 squares); base speed 40 ft. Armor Class: 21 (-1 size, +3 Dex, +3 natural, +6 +1 breastplate with armor spikes), touch 12, flat-footed 21 Base Attack/Grapple: +8/+16 Attack: Masterwork dire flail +12 melee (2d6+10) Full Attack: Masterwork dire flail +12/+7 (2d6+10) and +12 melee (2d6+7) Space/Reach: 10 ft./10 ft. Special Attacks: Flail master, manic charge, team fighting Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 18, telepathy 100 ft., uncanny dodge Saves: Fort +9, Ref +9, Will +5 Abilities: Str 18, Dex 16, Con 16, Int 9, Wis 9, Cha 14 Skills: Climb +12, Intimidate +13, Jump +12, Knowledge (the planes) +10, Listen +10, Spot +10, Survival +10 (+12 on other planes) Feats: Blind-Fight, Combat Reflexes, Two-Weapon Fighting

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1/day—dispel good (DC 21), foresight, nondetection, plane shift (DC 23). Caster level 20th. The save DCs are Charisma-based.

Environment: Hell Organization: Solitary, company (2-5), or squad (5-20) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: By character class Level Adjustment: +5 Gladiatrixes are powerful Obeyed of Hadriel, the Duchess of Domination (see page 166). They are recruited from tough female devils who spurn the role of seductress typified by the erinyes. Gladiatrixes are committed to the complete physical domination of their foes and underlings. They despise weakness and take any opportunity to display their prowess in combat. Once she straps on her distinctive helmet, a gladiatrix is committed for life. This helm can be removed only in the presence of Hadriel—only she is worthy of seeing her warriors’ faces. Many mortal members of Hadriel’s Submitters aspire to become gladiatrixes. Since their faces are never seen, it is not known if any have achieved this honor. Duchess Hadriel maintains an arena in Hell where the gladiatrixes train incessantly. They practice on live targets: a steady stream of petty devils dragged into this arena. Gladiatrixes sometimes travel to other parts of Hell to test their mettle against more worthy opponents.

Combat Gladiatrixes are all about combat. They may not be subtle opponents, but they are deadly ones. Enemies often underestimate them because the gladiatrixes lack ranged weapons, but gladiatrixes can close to melee with incredible speed. They attack the most powerful-looking opponent first: Killing the strongest is great for breaking enemy morale, and every gladiatrix wants to prove herself superior in battle.

At the moment gladiatrixes are not seen frequently on the Material Plane, for Hadriel is pursuing a subtle strategy that might be upset by their bullheaded ways. A gladiatrix’s natural weapons, as well as any weapons she wields, are treated When needed for special assignments, as evil-aligned and lawful-aligned for they are summoned forth briefly the purpose of overcoming damage and then returned to Hell. Several reduction. anchor points of Hadriel’s sigil are in The helm this humanoid woman wears conceals her face, so that wild country, and it is here that the Flail Master (Ex): Gladiatrixes only her eyes shine through. The helm is covered in spikes, as are gladiatrixes have really proved their undergo a grueling training regimen the various pieces of armor that adorn the taut muscles of this worth. It takes only a few of these with flails of all sorts. Their weapon warrior. She wields a dire flail with the grace of a master. punishers to take care of an entire of choice is the dire flail. Entire days tribe of savage humanoids. are spent in the arena, learning a

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bewildering array of attacks, blocks, and counterattacks. A gladiatrix’s skill is such that the penalties for two-weapon fighting are further reduced by 2, and she receives a +4 competence bonus on damage rolls. Both of these benefits apply only when using flails. Manic Charge (Ex): Such is a gladiatrix’s thirst for combat that she catapults herself into melee with a terrific burst of speed. A gladiatrix can charge up to triple her normal speed (up to 120 feet), instead of the double normally allowed. Furthermore, she can make up to two turns of not more than 90 degrees while charging.

Team Fighting (Ex): Gladiatrixes receive training in team fighting as well as individual dueling. When two gladiatrixes flank an opponent, they each receive a +3 flanking bonus to attack rolls instead of the normal +2. Uncanny Dodge (Ex): A gladiatrix retains her Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 12th level. She can flank characters with the uncanny dodge ability as if she were an 8th-level rogue.

Hadriel, Duchess of Domination Large Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 17d8+51 (127 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 29 (–1 size, +6 Dex, +10 natural, ring of protection +4), touch 19, flat-footed 23 Base Attack/Grapple: +17/+33 Attack: Bone hook +21 melee (1d8+6/19–20/x3) Full Attack: 2 bone hooks +21 melee (1d8+6/19–20/x3) Space/Reach: 10 ft./10 ft. Special Attacks: Bone hooks, fear aura, greater domination, spelllike abilities Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 25, telepathy 100 ft. Saves: Fort +13, Ref +16, Will +15 Abilities: Str 18, Dex 22, Con 17, Int 22, Wis 17, Cha 20 Skills: Bluff +25, Climb +28, Concentration +23, Diplomacy +29, Disguise +25 (+27 acting), Gather Information +25, Hide +22, Intimidate +27, Knowledge (arcana) +26, Knowledge (the planes) +26, Listen +23, Search +26, Sense Motive +23, Spot +23, Survival +3 (+5 on other planes, +5 following tracks) Feats: Deflect Arrows, Improved Grapple, Iron Will, Spell Penetration, Stunning Fist, Weapon Focus (bone hook), Weapon Specialization (bone hook) Environment: Hell Organization: Unique or retinue (Hadriel plus 2–5 gladiatrixes, 2–5 pain mistresses, 2–5 painshriekers, or 2–5 strigae) Challenge Rating: 14 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Duchess Hadriel is an infernal success story. She began as an erinyes who, through long service, shrewd politics, and well-timed betrayals, rose up through the devil hierarchy. Hadriel eventually won a place at the court of Mephistopheles and felt she had truly arrived in devil society. With the prestige and resources that were now hers, she believed her power could only increase. What Hadriel had not reckoned with was Mephistopheles himself. The Lord of the Eighth Circle was known as a devil of the old school. He still considered fallen celestials like Beelzebub to be upstarts, and Hadriel discovered that female nobles in the court of Mephistopheles could aspire to nothing more than becoming the consort of a count or duke. After all her hard work, she was to be treated as a trophy.

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This maneuver solved Hadriel’s immediate problem, but Mephistopheles’s attitude had not changed. Hadriel knew she had to do something big—so big that Asmodeus himself would take notice. That she could not do in Hell, so she left a skeleton staff there and moved her operations to a world in the Material Plane. Her plan was simple but ambitious: She would offer up an entire world as a sacrifice to Asmodeus.

Hadriel is now firmly established Hadriel did not make it to Wearing a voluminous gown, this imposing creature appears on the Material Plane, where she Mephistopheles’s court by being has assumed a mortal identity. As female, its body a humanoid skeleton with flesh stretched stupid, so she swallowed her pride and “Lady Cindara,” she has founded the played the part until an opportunity over. A bony mane sweeps from its skull, and sharp hooks of Shrieking Violet Society, a social club arose. She became the consort of bone extend from the back of its hands. for middle- and upper-class women. Duke Bifrons, a brutish general who Largely urban-based, the society spent much of his time in the field. has been spreading from city to city. Hadriel spent the better part of a Lady Cindara chooses the location of each new club very carefully. Others century building up a cadre of loyal minions and then struck. Bifrons had an comment on her vanity, and how she simply must find the right spot in just “accident” while on campaign, an obsidian dagger somehow ending up in his the right neighborhood. Her choices have a much more sinister purpose, heart. Hadriel took over so quickly that no one thought to question it. however. Each club is an anchor point in a monstrous sigil that spreads across

To enact this ambitious plan, Hadriel uses two types of servants. Her lowliest minions are the Submitters, who include lesser devils and humanoid cultists recruited from the Shrieking Violet Society. Hadriel’s more powerful lieutenants are female devils known as the Obeyed. They have learned their mistress’s lessons of domination well, and they keep the Submitters in line.

Combat Hadriel is a fearsome individual opponent, but she is never found alone. Depending on the task at hand, she has a squad of specialized Submitters or Obeyed to assist and defend her. Hadriel’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Bone Hooks (Ex): In Hadriel’s natural form, large bone hooks protrude from her wrists. With them, she deals piercing and slashing damage. In

addition to their deadly potency in combat, these give Hadriel a +4 bonus to all grapple checks. Fear Aura (Su): Hadriel can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by Hadriel’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based. Greater Domination (Sp): Hadriel has a towering will that allows her to dominate nearly any foe. Treat this as the dominate monster spell (caster level 17th), but with a save DC of 30 and a duration of 3 months. She can use this ability three times per day, each time against a single target, or once per day against 1d6 targets at once. Spell-like Abilities: At will—charm monster (DC 19), detect chaos, detect good, misdirection (DC 17), polymorph (self only), tongues; 2/day—geas/quest, protection from good; 1/day—false vision, greater dispel magic, greater teleport (self plus 50 pounds of objects only), mass suggestion (DC 21), mislead (DC 21), veil (DC 21). Caster level 15th. The save DCs are Charisma-based. Skills: Hadriel’s bone hooks grant her a +4 competence bonus to Climb checks.

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hundreds of miles. Should this sigil ever be completed, a huge gateway will open up that leads directly to the Ninth Circle of Hell. Then the infernal legions will burst forth and drag souls screaming into the pit.

Hellwarden

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 4d8+19 (37 hp) Initiative: –2 Speed: 0 ft. (0 squares) Armor Class: 15 (–2 Dex, +7 natural), touch 8, flatfooted 15 Base Attack/Grapple: +4/+5 Attack: Slam +5 melee (1d6+1) Full Attack: Slam +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Piercing scream, spell-like abilities Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 15, telepathy 100 ft. Saves: Fort +8, Ref +2, Will +8 Abilities: Str 12, Dex 6, Con 18, Int 13, Wis 15, Cha 13 Skills: Concentration +11, Diplomacy +3, Hide +5, Intimidate +8, Knowledge (the planes) +8, Listen +13, Search +8, Sense Motive +9, Spot +13, Survival +9 (+11 on other planes, +11 following tracks) Feats: Iron Will, Toughness Environment: Hell Organization: Solitary, cluster (2–5), or mob (20–40) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 5–6 HD (Medium); 7–8 HD (Large) Level Adjustment: — Hellwardens are an ingenious creation of Baal, Lord of the First Circle. More fighting goes on in Baal’s domain than anywhere else in Hell: There the devilish legions have fought demons, celestials, and one another uncountable times. In fact, war is so frequent that piles of corpses, fields of bones, and forests of the crucified are common sights. Baal made the Hellwardens to take advantage of this terrain, giving himself an easily camouflaged spy network. Hellwardens look like horribly crucified devils, often with missing limbs and gaping wounds. Although they appear quite dead, powerful magic keeps them alive. Baal and his commanders plant these spies throughout the First Circle to collect intelligence on their enemies. Hellwardens are sometimes used to guard fortresses and encampments as well, since their piercing scream makes an excellent alarm.

Hellwardens are occasionally seen on the Material Plane, but only during particularly brutal wars or pogroms.

Combat In general, hellwardens are not fighters: Their job is to collect information, not attack the enemy. Occasionally, though, they are used to ambush enemy columns. When gathered in numbers, they can be quite formidable. Hellwardens use dimension door to keep their distance in combat while they attack with their other spell-like abilities.

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A hellwarden’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

of sonic damage. Every affected creature must succeed on a DC 13 Fortitude save to avoid being stunned for one round. A hellwarden can use its piercing scream once every 10 minutes. The save DC is Charisma-based.

A fiend crucified and mutilated, this creature has an eerie Piercing Scream (Sp): Though its Spell-like Abilities: At will—detect crucified state is incredibly painful, semblance of life. a hellwarden on duty must remain thoughts (DC 13), dimension door, whispering silent so as not to arouse suspicion. wind; 1/day—flaming sphere (DC 13), magic During combat or when the hellwarden wants to raise the alarm, it can unleash missile. Caster level 10th. The save DCs are Charisma-based. a piercing scream that focuses countless days of pain into one fell shriek. This Skills: Hellwardens receive a +4 racial bonus to Listen and Spot checks. attack functions like the sound burst spell (caster level 10th) but deals 2d8 points

Herlekin

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 2d8+4 (13 hp) Initiative: +1 Speed: 35 ft. (7 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+5 Attack: Military fork +5 melee (1d8+4/x3) or gore +5 melee (1d6+4) Full Attack: Military fork +5 melee (1d8+4/x3) or gore +5 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Blood rage, horns down! Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft. Saves: Fort +5, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 14, Int 8, Wis 9, Cha 12 Skills: Bluff +6, Diplomacy +3, Disguise +1 (+3 acting), Hide +6, Intimidate +8, Jump +8, Listen +4, Spot +4, Survival +4 Feats: Power Attack Environment: Hell Organization: Solitary, brood (2–5), or pack (5–20) Challenge Rating: 2 Treasure: Standard Alignment: Always lawful evil Advancement: By character class Level Adjustment: +2 The story is a familiar one to inquisitors throughout the Material Plane. A local adept or witch dabbles with summoning magic. Her intentions, so she says, are good, but Mephistopheles himself answers the call. The poor summoner is no match for this great deceiver and finds herself seduced. The misguided (and sometimes pregnant) spellcaster tearfully relates the forbidden, usually nocturnal, couplings and begs for mercy. The inquisitors can only smile ruefully as the stories unfold. They know that none of these women met Mephistopheles—lords of Hell do not dally with hedge magicians. No, the great seducers in these cases are almost always the lowly herlekin.

thus become synonymous with devils in the minds of common mortals.

The herlekin are rank-and-file This creature has a humanoid torso, goat legs, a barbed tail, Herlekin are unsubtle, to say the soldiers of Hell. When Baal leads the least. Primarily, they want to drink, infernal armies to war, hundreds of and a horned head with a savage visage. fight, and fornicate (not necessarily thousands of herlekin march behind in that order). They are bullied so him. Because there are so many of often by more powerful devils that them, they frequently find themselves they take every opportunity to push around those weaker than themselves. summoned to the Material Plane. The goat-legged, horned herlekins have

Military Fork

Weapon

Cost

Dmg (S) Dmg (M) Critical

Range Increment

Weight

Type

Military fork*

15gp

1d6

10 ft.

7 lb.

Piercing

1d8

x3

*This is a two-handed melee weapon. If you use a ready action to set it against a charge, you deal double damage if you score a hit against a charging creature.

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Herlekin are fast-moving shock troops, sent in after waves of lemures have exhausted the enemy. They excel at assaults but do not do well with complicated maneuvers. Herlekin have a taste for blood and are difficult to control once battle has begun. Still, in numbers and properly led, they make a potent force. A herlekin’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Blood Rage (Ex): Herlekin thirst for blood and can drink the blood of a downed opponent as a standard action. Doing so drives a herlekin into a killing rage the following round, and it attacks madly until it or every opponent is dead. While raging, it gains +4 Strength, +4 Constitution, and –2 to armor class. It cannot end the blood rage voluntarily. Horns Down! (Ex): Although trained to fight with the military fork, a herlekin often gives into instinct and use its massive horns in battle. It crouches over, horns lowered, and charges headfirst at the enemy, making a single attack that deals 2d6+8 points of damage. The herlekin must move at least 20 feet in a straight line to build up proper momentum. This is otherwise a normal charge attack.

Iblis, Duke of Pride (Fallen Solar)

Huge Outsider (Evil, Extraplanar) Hit Dice: 50d8+350 (575 hp) Initiative: +8 Speed: 50 ft. (10 squares), fly 150 ft. (good) Armor Class: 36 (–2 size, +4 Dex, +24 natural), touch 12, flat-footed 32 Base Attack/Grapple: +50/+71 Attack: +5 flaming burst, vorpal falchion +67 melee (3d6+24/15–20 plus 1d6 fire) or +2 composite longbow (+5 Str bonus) +54 ranged (3d6+7/x3 plus slaying) or claw +61 melee (1d8+13) Full Attack: +5 flaming burst, vorpal falchion +67/+62/+57/+52 melee (3d6+24/15–20 plus 1d6 fire) and bite +56 melee (2d6+6) or +2 composite longbow (+5 Str bonus) +54/+49/+44/+39 ranged (3d6+7/x3 plus slaying) or 2 claws +61 melee (1d8+13) and bite +56 melee (2d6+6) Space/Reach: 15 ft./15 ft. Special Attacks: Blasphemous benediction, grant temptation, probe soul, spell-like abilities, spells, unholy compact Special Qualities: Damage reduction 15/epic and good, darkvision 60 ft., holy interdict, immunity to acid, cold, and petrification, low-light vision, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues, unsettling aura Saves: Fort +34 (+38 against poison), Ref +31, Will +33 Abilities: Str 36, Dex 18, Con 24, Int 23, Wis 23, Cha 27 Skills: Bluff +65, Concentration +60, Diplomacy +65, Disguise +8 (+10 acting), Escape Artist +57, Hide +49, Intimidate +63, Knowledge (arcana) +59, Knowledge (the planes) +59, Knowledge (religion) +59, Listen +59, Move Silently +57, Sense Motive +63, Spellcraft +61, Spot +59, Survival +6 (+8 on other planes), Use Rope +4 (+6 with bindings) Feats: Cleave, Combat Casting, Combat Reflexes, Dodge, Far Shot, Great Cleave, Improved Critical (falchion), Improved Initiative, Improved Sunder, Maximize Spell, Mobility, Point Blank Shot, Power Attack, Quicken Spell, Silent Spell, Spring Attack, Weapon Focus (falchion) Environment: Hell Organization: Unique Challenge Rating: 30 Treasure: No coins; double goods; standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — Long before the birth of the first mortal, the Material Plane was the domain of the divs, genies born of fire and entrusted with the government of the

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Combat

world by the Lords of Good. After nine thousand years of rule, the divs rebelled against their superiors under the rule of Gian ben Gian, a powerful warrior king. The gods turned to the solar Iblis to defeat the uprising, which he accomplished by slaying the genie caliph in personal combat. The divs were banished from the Material Plane as punishment for their insurgency. Time-lost myths relate that the Lords of Good thereafter decided to populate the Material Plane with weaker beings who would serve them with good works and reverence. When the gods presented their creation to the celestials and told their glorious warriors that from now on they existed to serve the mortals, Iblis spoke out. “Ye have created me from fire,” he exclaimed. “Yet ye would have me bow to a creature made of dust?” For this refusal to serve, Iblis was cast from the Upper Planes. With him fell a legion of celestials, said to have represented a third of the heavenly host. Iblis’s followers came from all ranks of the angelic choirs, from the lowly ischim to the powerful archangels. Unable to venture to the Material Plane unless summoned, the fallen turned to Hell; some say they were encouraged to settle there by the dark lord of the plane’s lowest circle. Their arrival triggered a fierce war against the devils who had previously dominated the plane. Powerful, cunning fallen celestials such as Beelzebub and Belial distinguished themselves in this centuries-long conflict, but Iblis, who had started it all, largely withdrew from the battle to ponder his own concerns. Somehow, he managed to rally to his banner the divs whom he had once defeated, and these corrupted genies now serve him in an enormous army. From his lair in a rocky region of the First Circle of Hell, Iblis and his divs continue their spiteful, timeless struggle against their creators, infiltrating the Material Plane and undermining the worship of the Lords of Good. When Iblis dresses at all, he wears a simple wrap around his waist and sandals that lace around his calves all the way up to his knees. His deep voice kindles memories of dying fires, and he speaks Celestial, Infernal, and Draconic, though he can speak with almost any creature because of his tongues ability.

Combat Iblis is a terror in combat, wielding the flaming falchion of Gian ben Gian with grim accuracy. Despite his fall from grace, the Duke of Pride managed to

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Minor Artifact: The Falchion of Gian ben Gian

This +5 flaming burst, vorpal falchion is an ancient artifact, with power beyond the ability of any to reproduce now. It was made in the age of myth by a mighty div artisan. The falchion is a most impressive looking weapon. Its crimson-tinted blade is covered in the flowing, cursive script of the ancient div, a dead language now only known by the wisest sages and celestials. The inscriptions, made before Gian ben Gian’s rebellion, sing the praises of the Lords of Good and pledge eternal loyalty. Iblis took the weapon from his fallen foe after the rebellion was crushed and renewed the pledges on the blade as a sign of his own obedience. The spirit of Gian ben Gian must have laughed when the hammer of the Lords of Good himself fell from grace. Down in the Pit, Iblis considered destroying the falchion but he decided to keep it instead. He considered it a symbol of his ill treatment at the hands of the Lords of Good. He was true to them, but that loyalty was not returned. Now Iblis and his blade are enemies of Heaven.

retain his +2 composite longbow (+5 Str bonus), which can create any sort of slaying arrow when drawn. Even the usually warlike generals of the First Circle of Hell give Iblis and his divs a wide berth.

Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5; save DC 16 + spell level): 0—detect magic (2), guidance (2), resistance (2); 1st—bane, bless, cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), Iblis’s natural weapons, as well as desecrate, eagle’s splendor, spiritual weapon*; any weapons he wields, are treated 3rd—bestow curse, deeper darkness, invisibilThis muscular humanoid stands 20 feet tall and has a as evil-aligned and epic for the ity purge, magic vestment*, prayer, protection handsome, if feral, face and two large ram horns jutting purpose of overcoming damage from energy, wind wall; 4th—death ward, reduction. from his temples. His mouth is a jumble of needle-thin sharp dismissal (2), divine power*, neutralize poison, poison, sending; 5th—control winds*, dispel teeth, and his dark eyes burn with a fiery intensity. His jetFor full descriptions of abilities chaos, greater command, plane shift, righteous common to all fallen celestials, see the black skin contrasts sharply with his fire-red hair and white might (2), symbol of pain; 6th—banishfallen celestial template on page 161. feathery wings. Small horny protrusions line his back from ment, chain lightning*, harm, geas/quest, waist to neck. Blasphemous Benediction (Su): mass cure moderate wounds, word of recall; Iblis grants a +6 profane bonus on 7th—control weather*, destruction, dictum, the touched creature’s attack and greater scrying, repulsion; 8th—fire storm, weapon damage rolls. mass inflict critical wounds (2), shield of law, whirlwind*; 9th—elemental swarm (air)*, etherealness, implosion, miracle, storm of Probe Soul (Su): The Will save to resist Iblis’s persuasion has a DC of 43. vengeance. *Domain spell. Domains: Air and War. Spell-like Abilities: At will—aid, animate objects, commune, continual flame, Unholy Compact (Su): A soul bound by this agreement is trapped in Iblis’s dimensional anchor, greater dispel magic, imprisonment (DC 27), invisibility (self only), domain on the First Circle of Hell upon death. lesser restoration, polymorph (self only), power word stun, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 21), unholy blight Protective Aura (Su): Against attacks made or effects created by good (DC 22), waves of fatigue; 3/day—blade barrier (DC 24), earthquake (DC 26), heal creatures, this ability provides a +4 deflection bonus to AC and a +4 (DC 24), mass charm monster (DC 26), permanency, resurrection, unholy aura (DC resistance bonus on saving throws to anyone within 20 feet of Iblis. 26), waves of exhaustion; 2/day—charm person (DC 19), disguise self, protection from Otherwise, it functions as a magic circle against good effect and a lesser globe of good; 1/day—blasphemy (DC 25), command (DC 19), dispel good (DC 23), fire storm invulnerability, both with a radius of 20 feet (caster level 50th). This aura can be (DC 26), greater restoration, misdirection (DC 20), nondetection, power word blind, dispelled, but Iblis can create it again as a free action on his next turn. (The power word kill, prismatic spray (DC 25), soul bind (DC 27), suggestion (DC 21), defensive benefits from the circle are not included in Iblis’s statistics block.) summon monster IX (devils only), unhallow, wish. Caster level 20th. The save DCs Regeneration (Ex): Iblis takes normal damage from epic good-aligned are Charisma-based. weapons and from spells or effects with the good descriptor. The following abilities are always active on a Iblis’s person, as the Tongues (Su): Iblis can speak with any creature that has a language, as spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 22), though using a tongues spell (caster level 50th). This ability is always active. see invisibility, true seeing. They can be dispelled, but Iblis can reactivate them as a free action. Unsettling Aura (Ex): The Will save vs. Iblis’s unsettling aura has a DC of 43. Spells: Iblis can cast divine spells as a 20th-level cleric.

Skills: Iblis has a +4 racial bonus on Bluff and Sense Motive checks.

Ice Stalker

Medium Outsider (Devil, Evil, Extraplanar, Lawful)

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Hit Dice: 4d8+8 (26 hp) Initiative: +8 Speed: 40 ft. (8 squares), burrow 30 ft. (snow only) Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +4/+10 Attack: Claw +6 melee (1d4+2) Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and tail slap +4 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, sneak attack +2d6, spines Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to cold, fire, and poison, resistance to acid 10, see in darkness, spell resistance 14, telepathy 100 ft.

Saves: Fort +6, Ref +8, Will +4 Abilities: Str 14, Dex 18, Con 15, Int 11, Wis 10, Cha 8 Skills: Balance +6, Escape Artist +11, Hide +11*, Jump +11, Listen +7, Move Silently +11*, Spot +7, Tumble +13, Survival +7*, Use Rope +4 (+6 with bindings) Feats: Improved Initiative, Multiattack, TrackB Environment: Hell Organization: Solitary or pack (3–6) Challenge Rating: 3 Treasure: Standard Alignment: Always lawful evil Advancement: 5–6 HD (Medium); 7–11 HD (Large); 12 HD (Huge) Level Adjustment: —

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Natives of the frigid Eighth Circle, ice stalkers are the eyes of ears of Mephistopheles. They patrol the vast icy wastes, reporting suspicious activity to the ice devils (see MM). An ice stalker’s tail can strike overhead or to the rear but does not, as is often claimed, contain a poisonous sting. Ice stalkers usually run on all fours but fight upright so they can better use their claws. Their ability to burrow through the snow allows them to approach undetected and literally go to ground when under pursuit. It also allows them to set up effective ambushes, vital whenever war has come to the Eighth Circle. While the scouting function of the ice stalkers is well known in Hell, their hunting role is not such common knowledge. Ice stalkers are expert trackers, and Mephistopheles and his minions use them to hunt down fugitives, be they escaped souls, runaway devils, or exiled nobles of Hell. Few know about this ability because few survive the attentions of ice stalker packs on the hunt. The secret may soon be out, however, thanks to a book by a human sorcerer named Tharkul Snorrson. This tome, On the Forms and Functions of Devilkind, contains an essay on ice stalkers and recommends their summoning in colder climates. It makes special mention of their tracking and ambush expertise and provides several dubious stories on their use in a barbarian tribal feud. The book remains obscure for the time being— This creature is gaunt and spiny, with a skull-like and may remain that way, if agents of curved horns, and a long bony tail. Mephistopheles find out about it.

Combat Ice stalkers are tough combatants, combining speed with multiple attacks and a breath weapon. They prefer to strike from ambush and often gang up on opponents. Although they seem bestial, ice stalkers are as intelligent as most humanoids. They are perfectly able to execute complicated commands, and they retreat in good order when the tide of battle turns against them. An ice stalker’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 20-foot cone, damage 2d6 cold, Reflex DC 14 half. The save DC is Constitution-based. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a –4 morale penalty to armor class and a –2 morale penalty to attack rolls for 1d6 rounds. Once an ice stalker breathes, it can’t breathe again until 1d3 rounds later.

face,

Sneak Attack (Ex): An ice stalker can sneak attack (+2d6 damage) like a rogue. Spines (Ex): An ice stalker’s sharp spines help it burrow through snow. The spines also make an ice stalker very difficult to hold onto, granting it a +4 racial bonus to grapple checks. If an ice stalker wins an opposed grapple check, its opponent takes 1d6+2 points of damage from the spines. Skills: *Ice stalkers have a +4 racial bonus to Hide, Move Silently, and Survival checks in a cold environment.

Jalie Squarefoot, The Lich Fiend Large Undead (Extraplanar) Hit Dice: 14d12 (91 hp) Initiative: +5 Speed: 35 ft. (7 squares) Armor Class: 26 (–1 size, +1 Dex, +16 natural), touch 10, flat-footed 25 Base Attack/Grapple: +7/+18 Attack: Touch +13 melee (1d8+5 negative energy plus paralysis) or claw +13 melee (1d6+7) or butt +13 melee (1d8+7) Full Attack: Touch +13 melee (1d8+5 negative energy plus paralysis) or 2 claws +13 melee (1d6+7) and bite +8 melee (2d6+3) or butt +13 melee (1d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: Damaging touch, fear aura, paralyzing touch, spell-like abilities, summon devils, voice of maleficence Special Qualities: +4 turn resistance, damage reduction 15/bludgeoning and magic, darkvision 60 ft., fast healing 5, immunity to cold, electricity, fire, and polymorph, lich’s phylactery, resistance to acid 10, ring of mind shielding, see in darkness, spell resistance 30, telepathy 100 ft., undead traits Saves: Fort +7, Ref +10, Will +18 (cloak of resistance +3) Abilities: Str 25, Dex 13, Con —, Int 24, Wis 22, Cha 22

Skills: Bluff +23, Climb +24, Concentration +23, Diplomacy +27, Disguise +6 (+8 acting), Gather Information +23, Intimidate +25, Knowledge (the planes) +24, Listen +23, Sense Motive +23, Spellcraft +24, Spot +23, Survival +6 (+8 on other planes) Feats: Cleave, Great Cleave, Improved Initiative, Lightning Reflexes, Power Attack Environment: Hell Organization: Unique Challenge Rating: 18 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Jalie Squarefoot is an ambitious noble in the court of Mephistopheles. He is a gifted manipulator who exceeds even his master as a schemer and corrupter of mortals. Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted

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a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one. Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife. The assassination attempts continued after his change, and they were eventually successful. Belphagon assumed Jalie’s office and lands, serving for exactly three days before Jalie’s body reformed. With the advantage of total surprise, Jalie tricked Belphagon’s own followers into murdering their lord. He took back his title and role and has stood at court ever since. Before his transformation Jalie was tall and proud, with the head of a handsome stallion. In undeath, his desiccated form stoops under a grim, mummified skull, and eyes that once blazed with intelligence are reduced to pinpricks of feeble light. His right foot has shriveled into a clublike hoof, which led to his nickname Squarefoot. Jalie’s lust for power is exceptional even by the standards of Hell. His ultimate goal is control, not merely of that plane, but of all existence. To this end he has dozens of schemes percolating, some of which won’t mature for a thousand years. For more information on Jalie and his machinations, see the adventure Hell in Freeport.

Combat Jalie prefers trickery to direct combat, using his slaves and bound mortals to do the dirty work while he retires to safety. He is quick to teleport away if faced with a superior force. If unable to avoid melee, he uses illusion and enchantment magic to turn attackers against one another. Jalie’s cunning and patience are almost limitless, as is his capacity for hate. Anyone who wrongs him can expect an eternity of retribution, until one party or the other is destroyed. Jalie’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Damaging Touch (Ex): Jalie can deliver a touch attack that uses negative Spell-like Abilities: At will—animate energy to deal 1d8+5 points of dead, blasphemy (DC 23), charm monster damage to living creatures; a (DC 20), create undead, desecrate, detect successful Will save (DC 23) halves Jutting from the hood of its dark cloak, this creature’s head good, detect magic, disguise self, dominate the damage. If Jalie uses his natural person (DC 21), dispel magic, false vision, is the skull of a horse. The creature’s bony arms end in weapons rather than this touch fireball (DC 19), fly, geas/quest, hold attack, he still deals 1d8+5 points of claws, and its right foot is a club-like hoof. monster (DC 21), greater invisibility, magic extra damage on one natural weapon circle against good, major image (DC 19), attack. The save DC is Charismamass suggestion (DC 22), polymorph (self based. only), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 24), Fear Aura (Su): Jalie can radiate a 20-foot-radius fear aura as a free action. unhallow, wall of fire; 1/day—dream, energy drain (DC 25), horrid wilting (DC 24); A creature in the area must succeed on a DC 23 Will save or be affected as 1/year—wish. Caster level 20th. The save DCs are Charisma-based. though by a fear spell (caster level 15th). A creature that successfully saves Summon Devils (Sp): Twice per day, Jalie can automatically summon two cannot be affected again by Jalie’s aura for 24 hours. Other devils are immune bearded devils, bone devils, or lemures or summon one erinyes, horned devil, to the aura. The save DC is Charisma-based. ice devil, or pit fiend. This ability is the equivalent of a 9th-level spell. Paralyzing Touch (Su): Any living creature Jalie hits with his touch attack Voice of Maleficence (Sp): If Jalie speaks to a creature that can understand must succeed on a Fortitude save (DC 23) or be permanently paralyzed. him for 10 full minutes, the subject must succeed at a Will save (DC 23) Remove paralysis or any spell that can remove a curse can free the victim (see or fall into a sleepy trance. While in this trance state, the subject answers the bestow curse spell description). The effect cannot be dispelled. Anyone truthfully any question Jalie asks. The subject may attempt a new saving throw paralyzed by Jalie seems dead, though a DC 20 Spot check or a DC 15 Heal every hour, but for each consecutive hour of interrogation, the save DC check reveals that the victim is still alive. The save DC is Charisma-based. increases by 1. The save DC is Charisma-based.

Lich’s Phylactery

Jalie’s life force is stored in an adamantine disc that is itself hidden inside a secret chest in the Ethereal Plane. The disc is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Jalie carries a replica on a leather cord around his wrist. While the phylactery is intact, Jalie cannot be permanently killed. His body spontaneously reforms 1d10 days after his death, in one of his many hideouts in Hell and the Wastes.

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Kere

Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 10d8+40 (85 hp) Initiative: +9 Speed: 50 ft. (10 squares), climb 30 ft. Armor Class: 21 (-1 size, +3 natural, +9 Dex), touch 18, flat-footed 21 Base Attack/Grapple: +10/+20 Attack: +1 keen two-bladed sword +17 melee (2d6+10/17–20) Full Attack: +1 keen two-bladed sword +15/+10 melee (2d6+7/17–20) and +15 melee (2d6+4/17–20) Space/Reach: 10 ft./10 ft. Special Attacks: Clawed feet 1d8+3 Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, fast healing 5, immunity to fire and poison, improved dodge, resistance to acid 10 and cold 10, see in darkness, spell resistance 18, telepathy 100 ft., uncanny dodge Saves: Fort +11, Ref +16, Will +8 Abilities: Str 22, Dex 28, Con 18, Int 10, Wis 12, Cha 16 Skills: Balance +24, Climb +27, Escape Artist +22, Intimidate +16, Jump +21, Listen +14, Spot +14, Tumble +24, Use Rope +9 (+11 with bindings) Feats: Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (two-bladed sword) Environment: Hell Organization: Solitary, Pair, or Squad (5-20) Challenge Rating: 8 Treasure: Standard Alignment: Always lawful evil Advancement: 11-14 HD (Large); 15-30 (Huge) Level Adjustment: +6 Keres are elite soldiers in the armies of Baal, Lord of the First Circle. They move fast and hit hard, and Baal prizes their skill and ruthlessness. Long spider legs sprout from their backs in mockery of the beautiful wings of celestials. These extra legs give keres a mobility undreamed of by the rank and file devils. Keres can climb walls, hang from ceilings, and pounce on opponents from any angle. The drow, especially their clerics, hate keres with unrivaled passion. They see the devils as an affront to their Spider Queen and seek to slay keres above all other foes. This greatly amuses the keres, but they respect the drow as adversaries. Lilith is known to favor female keres in her armies, but the majority of these devils serve the Lord of the First Circle.

Combat

A kere’s natural weapons, as well as any weapons she wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Clawed Feet (Ex): When fully engaged in melee, a kere can fall back on her spider legs, freeing up her clawed feet for attacks. When using the full attack action, a kere can make two extra clawed feet attacks with a +10 attack bonus. Each clawed foot inflicts 1d8+3 points of piercing and slashing damage. Improved Dodge (Ex): As the dodge feat (see the PHB), but the dodge bonus to armor class is +3.

Uncanny Dodge (Ex): A kere Keres love to fight and they excel retains its Dexterity bonus to AC at it. In combat they are a blur of when flat-footed, and it cannot be This giant humanoid has clawed feet like a great bird, and where motion, using their spider legs, flanked except by a rogue of at least wings might be, it has spider legs sprouting from its back. tumbling ability, and spring attacks to 14th level. It can flank characters fight a very mobile style of warfare. with the uncanny dodge ability as if Keres never just stand in one spot it were a 10th-level rogue. and duke it out. They always keep Skills: Keres have a +8 racial bonus on Climb checks and can always choose their opponents guessing where they’ll move and whom they’ll attack next. to take 10 on Climb checks, even if rushed or threatened.

Knocker

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +1/+3 Attack: Heavy pick +4 melee (1d6+3/x4) Full Attack: Heavy pick +4 melee (1d6+3/x4) Space/Reach: 5 ft./5 ft.

Special Attacks: — Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, knocking, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft. Saves: Fort +4, Ref +2, Will +1 Abilities: Str 14, Dex 10, Con 15, Int 9, Wis 8, Cha 12 Skills: Appraise +3, Climb +6, Disable Device +3, Hide +4, Intimidate +5, Knowledge (dungeoneering) +3, Search +3 Feats: Weapon Focus (heavy pick)

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Environment: Hell Organization: Solitary, gang (2–5), band (6–10), or mob (11–20) Challenge Rating: 1 Treasure: None Alignment: Always lawful evil Advancement: 2–3 HD (Medium) Level Adjustment: +1 Knockers are members of the downtrodden underclass of devilkind. Unlike lemures, they are not reborn spirits of the dead but true members of the devil tribe. They are expert miners and so spend most of their time toiling in the dank tunnels of the Seventh Circle, where they serve Beelzebub on his ceaseless construction projects. The Lord of the Flies is constantly building new cities and abandoning them as soon as they are complete. This program requires endless raw materials, and that’s where the knockers come in. Knockers have also been pressed into Beelzebub’s armies on more than one occasion, where they are treated as cannon fodder. Thus, no knocker wants to march to war in Hell, a virtual death sentence. Despite their lowly status, knockers are not uncommon visitors to the Material Plane. Petty wizards sometimes summon them, but more frequently knockers stumble through an underground portal and leave Hell before they realize it. Once on the Material Plane, they delight in making mischief. After toiling for countless hours in Hell, these visits are almost like vacations to them. For once, they don’t have to do the bidding of their taskmasters. For once, they can make the rules. One would think that knockers would have some sympathy for mortal miners, but the opposite is true. They enjoy nothing more than leading miners astray, to catch them in cave-ins or watch them starve to death in forsaken tunnels. Knockers thus tend to gravitate to mines or other underground areas on the Material Plane, where they have their fun at mortals’ expense until they are caught or driven off.

Combat Occasionally mischief turns to violence, and when it does, knockers attack with their heavy picks. They are not the fiercest of combatants but often have numbers on their side. A knocker’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Knocking (Sp): Twice per hour, a knocker can create mysterious noises, such as sounds of mining, muffled conversation, or distant footfalls. It uses this ability to lead mortals astray. Squat like a dwarf, this horned humanoid wields a miner’s This is otherwise identical to ghost sound (DC 11). Caster level 3rd. The pick, and the threat of mischief plays across its face. save DC is Charisma-based.

Kok-Lir

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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Environment: Hell or Any Land Organization: Solitary Hit Dice: 7d8+42 (73 hp) Challenge Rating: 8 Initiative: +1 Treasure: None Speed: 30 ft. (6 squares) Alignment: Always lawful evil Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20 Advancement: 8-14 HD (Large), 15-21 HD (Huge) Base Attack/Grapple: +7/+18 Level Adjustment: — Attack: Bite +13 melee (1d8+7 and poison) Full Attack: Bite +13 melee (1d8+7 and poison), 4 claws +8 melee (1d6+3) A man who turns his back on his family has a special place in Hell, for they Space/Reach: 10 ft./5 ft. are the great betrayers… figures of abandonment whose sole motivation is the Special Attacks: Haunting images and sounds, polyps, spell-like abilities acquisition of personal freedoms over the best interests of those who depend Special Qualities: Devil traits, damage reduction 10/chaotic or good, spell upon him. Mortal men who leave their families, abuse their wives or children, resistance 20 or commit other crimes against those Saves: Fort +11, Ref +6, Will +5 that love them are the targets of the Abilities: Str 24, Dex 12, Con 22, Int kok-lir, a nasty devil whose purpose 5, Wis 11, Cha 15 it is to torment the faithless husbands This undulating worm has vile pink flesh and a bristling Skills: Bluff +12, Concentration +16, and treacherous fathers. Prowling the bulbous head with suppurating polyps and a small mouth. Its Diplomacy +4, Disguise +12 (+14 whole of Hell for more victims, they acting), Intimidate +4, Search +7, long body features segmented rings, just like a worm. The abuse these souls with the haunted Survival +10 (+12 tracks) sound of its awful hide rubbing against the ground produces features of the betrayed. Feats: Greater Spell Focus (Illusion), sounds of wailing screams of absolute betrayal and suffering. Spell Focus (Illusion), Track Spurned spouses with the capacity to summon forth one of these

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behemoths and without the scruples for what they are about to do, sometimes call these creatures from Hell to visit revenge on their former loves. Once free from the restraints of Hell, though, kok-lir will not willingly return to their home plane. They find the Material Plane a veritable repository for unfaithful men, brimming with all sorts of souls ready for harvesting. Once they have dispatched the subject of their summoning, they move throughout the plane, searching for new victims to torture and devour. Kok-lir speak Common and Infernal.

Combat Kok-lir use telepathy to identify the appropriate targets for their attacks. Once selected, they use their haunting images and sounds ability to confuse the target, while their polyps pop, releasing clouds of foul poison into the air. Finally, through the use of illusions, they change their appearance to that of the target’s family, promising forgiveness if only he would return. Regardless of whether he accepts or not, the kok-lir, under the illusion of the family, sets upon the victim, slowly devouring the creature in a horrifically slow manner, delicately pulling the flesh from the bones as the victim screams for mercy. The kok-lir’s attacks are considered magical for purposes of overcoming damage reduction. Haunting Images and Sounds (Su): When the kok-lir moves, its body grinds against the ground, creating sounds of shrieking and torment. All opponents within 60-feet must attempt Will saves against a DC 15 or be confused for as long as the kok-lir moves. The effects cease if the kok-lir remains in its square for 1 round. Thereafter, if the kok-lir moves again, all opponents must attempt another save, unless they successfully saved against the first. Given the noise the kok-lir makes when it moves, it suffers a -8 circumstance penalty to all Move Silently checks. The save DC for this ability is Charisma-based. Once a character successfully saves against this ability, they are immune to its effects for 24 hours. Polyps (Ex): Growing all over the kok-lir’s head are strange pustules filled with gas and ochre-colored fluid. Of them, only a few (1d6+1) are ripe. Once per round, as a free action, the kok-lir can burst one of the ripe polyps, which explodes in a 10-foot cone-shaped burst. All opponents within the area of effect may attempt Reflex saves (DC 19) to avoid coverage by this viscous fluid. To those who failed their saving throw, the polyps deal 1d6 points of Dexterity damage and the target must attempt a Fortitude save (DC 19) or be nauseated for 1d10 rounds. Both save DCs for this ability are Constitution-based.

Krotep

Pharaoh of Axor 6th-Level Fighter, Medium Outsider (Devil, Evil, Extraplanar, Lawful)

Spell-like Abilities: The kok-lir may use these spells at will, as a 9th-level caster—desecrate, locate creature, mirage arcana (DC 17) and seeming (DC 17); it may also use these spell once per day, as a 9th-level caster—cloudkill (DC 17) and phantasmal killer (DC 16). The save DCs for these spells are Charisma-based.

+22, Knowledge (religion) +22, Listen +23, Sense Motive +21, Spot +23, Survival +2 (+4 on other planes) Feats: Alertness, Combat Expertise, Combat Reflexes, Improved Critical (whip), Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Weapon Focus (whip), Weapon Specialization (whip)

Hit Dice: 10d8+50 plus 6d10+30 (158 hp) Initiative: +8 Environment: Hell Speed: 30 ft. (6 squares) Organization: Unique or retinue (Krotep plus 3–6 chain devils) Armor Class: 24 (+4 Dex, +5 natural, ring of protection +5), touch 19, Challenge Rating: 15 flat-footed 20 Treasure: Triple standard Base Attack/Grapple: +16/+24 Alignment: Lawful evil Attack: +3 thundering whip +24 melee (1d6+9/19–20) or claw +20 melee Advancement: By character class (1d6+4) Level Adjustment: — Full Attack: +3 thundering whip +24/+19/+14/+9 melee (1d6+9/19–20) and claw +15 melee (1d6+2) As if millions of devils weren’t bad enough, Hell is also home to lawful evil Space/Reach: 5 ft./5 ft. deities from a variety of pantheons. These gods maintain their own realms, Special Attacks: Snapping claw, spell-like abilities, whip master largely standing outside of infernal politics. Although none of their realms Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., can match the sheer size of even a single circle of Hell, these deities do devil traits, immunity to cold, fire, and poison, resistance to acid 10, see in have something that even the devil lords lack: true godhood. It is thus not darkness, spell resistance 26, telepathy 100 ft. surprising that some devils attempt alliances with, or in some cases even Saves: Fort +17, Ref +15, Will +11 worship, these foreign gods. The Abilities: Str 18, Dex 18, Con 20, Egyptian god Set’s realm is in the Int 16, Wis 14, Cha 16 Fifth Circle, and no one approaches Skills: Bluff +22, Climb +14, A whip in one hand and its other hand a crab claw, this humanoid without dealing with Krotep and Diplomacy +26, Disguise +3 (+5 has the body of a muscled man and the head of an insect. Nekhet (see page 182). acting), Intimidate +24, Jump +15, Knowledge (the planes)

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Minor Artifact: Taskmaster, Krotep’s Whip This +3 thundering whip is made from the cured hide of a gold dragon. It deals 1d6 points of lethal damage, rather than nonlethal damage, and it deals an additional 2d8 points of sonic damage on a successful critical hit. Strong necromancy; CL 18th; Weight 2 lb.

These two siblings claim (perhaps spuriously) to be the children of a liaison between Set and a devil princess. Some say Krotep and Nekhet began to squabble while still in the womb; certainly, their mother did not survive the birthing process. Krotep controls the northern and western approaches to Set’s realm. Here he has set up his kingdom, Axor, on a vast icy plateau. Though Krotep is technically a vassal of Leviathan, the great sea beast leaves him alone as long as he pays enough tribute. Axor is a strange place, a twisted inversion of ancient Egypt where snow replaces sand and thousands of slaves toil ceaselessly to build pyramids out of huge blocks of ice. Krotep dedicates each pyramid to Set, in the hope that his father will recognize him and grant him godhood. Despite dozens of completed pyramids, hundreds of years of labor, and thousands of dead slaves, Set has given no indication that he even recognizes the effort. This treatment has only driven Krotep further into his mania, and he now raids other planes for the slaves he needs to keep up the effort. He is convinced that if he can honor the great god, he will be allowed to take his rightful place by the side of his father. In Krotep’s mind, his biggest adversary is his sister, Nekhet. She controls the southern and eastern approaches to Set’s realm and attempts to win the favor of their father in a different way, by winning him more worshipers. Krotep believes that only his sister’s machinations have prevented the success of his own endeavors, so he dedicates much of his time to undermining her plans. Since Nekhet is quite active on the Material Plane, this has forced Krotep to increase his own presence there as well. Through several active agents, he has promulgated his own cult. Now brother and sister clash both in Hell and the Material Plane, and all the while Set laughs at the spectacle.

Combat Krotep is a fearsome opponent. His skill with the whip is unmatched in Hell, and many of his subjects have died under the lash of his personal weapon, Taskmaster (see sidebar). He also has deadly spell-like abilities, which he claims are a result of his godly parentage. Lastly, Krotep retains a bodyguard of chain devils (see MM) and is usually accompanied by a group of these devils wherever he goes. Krotep’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Snapping Claw (Ex): Every once in a while Leviathan feels it is necessary to remind Krotep who his real master is. The last time the devil lord asserted his authority, he cut off Krotep’s hand and replaced it with a snapping claw like a crab’s. Now the Pharaoh of Axor carries this relic of the Stygian depths with him wherever he goes. The claw gives Axor a +4 bonus on grapple checks. In addition, Axor uses the claw’s damage while grappling instead of that of an unarmed strike. Spell-like Abilities: 3/day—ice storm, sleet storm, wall of ice (DC 17). Caster level 10th. The save DC is Charisma-based. Whip Master (Ex): Krotep has trained with the whip for centuries. He does not provoke attacks of opportunity when striking with his whip.

Lel, Marquise of the Night Medium Outsider (Devil, Evil, Extraplanar, Lawful)

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Hit Dice: 13d8+39 (97 hp) Initiative: +15 Speed: 50 ft. (10 squares) Armor Class: 26 (+7 Dex, +5 natural, ring of protection +4), touch 21, flat-footed 26 Base Attack/Grapple: +13/+18 Attack: Claw +21 melee (2d6+5/19–20) Full Attack: 2 claws +21 melee (2d6+5/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Claws of darkness, sneak attack +10d6, spell-like abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., daughter

of the night, devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, superlative initiative, telepathy 100 ft., uncanny dodge Saves: Fort +11, Ref +15, Will +10 Abilities: Str 20, Dex 25, Con 16, Int 16, Wis 14, Cha 20 Skills: Balance +9, Climb +21, Disguise +21*, Hide +25*, Intimidate +21*, Jump +23, Listen +18, Move Silently +25*, Search +19, Sleight of Hand +23, Spot +18, Tumble +25, Survival +2 (+4 following tracks) Feats: Combat Reflexes, Improved Critical (claw), Stealthy, Weapon Finesse, Weapon Focus (claw) Environment: Hell Organization: Unique

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Challenge Rating: 12 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Lilith, the ruler of the Sixth Circle, is one of the most notorious seductresses in the multiverse. But when Lilith encounters someone too smart, pure, or strong-willed to fall for even her legendary powers, she calls on Lel, Marquise of the Night. Lel is a favored minion of Lilith, a specialist in the dark arts of blackmail and murder. She is a valuable tool in the politics of Hell, but she is priceless on the Material Plane. Very few mortals have what it takes to survive Lel’s attentions. Rumors in the infernal courts ascribe her special powers to godly blood, and some whisper that she is the result of a tryst between Lilith and Anshar, the Babylonian god of night. Raising such a child would be quite a feat, considering that Lilith’s breasts produce poison instead of milk, but that doesn’t stop the gossip. Unlike many devil nobles, Lel does not maintain her own fortress. She lives at her mistress’s court and serves Lilith directly. Roughly a millennium ago, she started training an elite cadre of devils in her line of work. Known as the Teeth of the Night, this group has provided invaluable service to Lilith since its foundation. They proved so effective on the First Circle that Baal has sworn vengeance against Lel. The Marquise feigns indifference regarding the vendetta, but minions of Baal have a nasty habit of ending up dead. For a devil with so much blood on her hands, Lel is uncharacteristically lighthearted. When not on assignment, she enjoys the pageantry and decadence of Lilith’s court. Many a devil noble has been charmed by her, only to learn her dread identity later. When it’s time to work, though, Lel is deadly serious. She takes off her silken gloves, exposes her claws of pure darkness, and gets down to the business at hand.

Combat Those Lel wants dead never see her coming. She is a master of stealth and can appear anywhere at any time. She is also extremely patient, willing to wait for just the right moment. When she does attack, she does so with lightning speed and overwhelming force. Lel’s natural weapons, as well as any weapons she wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Claws of Darkness (Su): Lel’s claws are manifestations of the night. They are treated as magic weapons for the purpose of overcoming damage reduction. Daughter of the Night (Su): Lel is at home in the night. She has concealment from sundown to sunrise. Sneak Attack (Ex): Lel loves to grab unsuspecting opponents with both claws and snap their necks. She can make sneak attacks (+10d6 damage) like a rogue.

Superlative Initiative (Ex): In combat Lel is a blur of motion. She has a +8 bonus to Initiative checks.

Elegantly attired, this lithe humanoid woman is a come-hither beauty, wearing silken gloves over her unusually long fingers.

Spell-like Abilities: 3/day—cat’s grace, expeditious retreat, greater invisibility. Caster level 10th.

Uncanny Dodge (Ex): Lel retains her Dexterity bonus to AC when flatfooted, and she cannot be flanked except by a rogue of at least 17th level. She can flank characters with the uncanny dodge ability as if she were a 13th-level rogue.

Skills: *Lel has a +4 competence bonus to Disguise, Hide, Intimidate, and Move Silently checks during the night.

Magugon

Huge Outsider (Devil, Evil, Extraplanar, Fire, Lawful) Hit Dice: 9d8+45 (85 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 24 (–2 size, +4 Dex, +12 natural), touch 12, flat-footed 20 Base Attack/Grapple: +9/+27 Attack: Claw +17 melee (2d4+10) or fire spear +11 ranged touch (2d6 fire) Full Attack: 4 claws +17 melee (2d4+10) or 4 fire spears +11 ranged touch (2d6 fire) Space/Reach: 15 ft./15 ft. Special Attacks: Fire spears, flaming hide, rend 2d4+15 Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits,

immunity to fire and poison, resistance to acid 10, see in darkness, spell resistance 22, telepathy 100 ft., vulnerability to cold Saves: Fort +11, Ref +10, Will +7 Abilities: Str 30, Dex 18, Con 20, Int 14, Wis 12, Cha 16 Skills: Appraise +14 (+16 with weapons), Bluff +15, Climb +22, Craft (weaponsmithing) +17, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +17, Jump +22, Listen +13, Search +14, Spot +13, Survival +13 (+15 following tracks) Feats: Combat Reflexes, Combat Expertise, Improved Disarm, Skill Focus (Craft [weaponsmithing]) Environment: Hell Organization: Solitary or gang (2–5)

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Challenge Rating: 11 Treasure: Standard Alignment: Always lawful evil Advancement: 10–16 HD (Huge); 17–27 HD (Gargantuan) Level Adjustment: — Magugons are natives of Hell’s Fourth Circle. They serve in the bowels of Belial’s fiery city and only rarely venture outside of its confines. Belial takes great pride in the magugons, whose smithing abilities are well known across the planes. They run the armaments workshops that ensure a steady stream of weaponry for their lord’s armies. They have the strength, skill, and multiple appendages necessary to work the great furnaces and bellows that produce fine adamantine. The Fourth Circle is scorching to begin with, but only these special apparatuses make enough heat to burn away all the metal’s impurities. Belial maintains a small core of magugons as shock troops for his armies. These spend part of their time training for combat, and Belial uses them as a reserve unit in great need. Several battles have been turned by the magugons’ arrival. It’s hard to deny the impact of a gang of 20-foot-tall, four-armed, fire-hurling monsters. Magugons are seen on the Material Plane most often when summoned by evil wizards who wish their help crafting special items.

Combat Ironically, these talented smiths don’t use weapons in combat. The adamantine items they craft are earmarked for devil nobility, so magugons use their powerful claws in combat instead. With their great strength and reach, this is usually sufficient. Magugons prefer to attack at range first with their fire spears, then close for melee. A magugon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Fire Spears (Ex): Flame is an intrinsic part of the magugon’s nature. A magugon can create spear-shaped flaming missiles in its hands. When making a full attack, it can throw each spear at a different target. These are ranged touch attacks that have a range of 100 feet and deal 2d6 points of fire damage. within range of the effect, another This huge humanoid monster has four arms and is clothed in Flaming Hide (Ex): A magugon Fortitude saving throw is required. can cause its hide to erupt into flame. The save DC is Constitution-based. flames at will as a free action. Any opponent within 10 feet of a flaming Rend (Ex): A magugon that hits with two or more claw attacks latches onto magugon must succeed at a Fortitude save (DC 19) or take 3d6 points of its opponent’s body and tears the flesh. This attack automatically deals an fire damage (half on a successful save). Every round that a creature remains additional 2d4+15 damage.

Malgrin, Duke of Unlife Large Outsider (Devil, Evil, Extraplanar, Lawful)

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Hit Dice: 15d8+75 (142 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 32 (–1 size, +2 Dex, +21 natural), touch 11, flat-footed 30 Base Attack/Grapple: +15/+26 Attack: +3 unholy halberd +25 melee (2d8+13/19–20/x3 plus 2d6 against good) Full Attack: +3 unholy halberd +25/+20/+15 melee (2d8+13/19–20/x3 plus 2d6 against good) Space/Reach: 10 ft./10 ft. Special Attacks: Fear aura, necromantic master, rebuke undead, spell-like abilities Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 28, telepathy 100 ft. Saves: Fort +14, Ref +11, Will +15 Abilities: Str 25, Dex 15, Con 21, Int 18, Wis 22, Cha 17

Skills: Bluff +21, Climb +25, Concentration +23, Diplomacy +25, Disguise +3 (+5 acting), Forgery +22, Intimidate +23, Knowledge (the planes) +22, Knowledge (religion) +22, Listen +24, Search +22, Sense Motive +24, Spot +24, Survival +6 (+8 on other planes, +8 following tracks) Feats: Cleave, Great Cleave, Improved Critical (halberd), Improved Turning, Power Attack, Weapon Focus (halberd) Environment: Hell Organization: Unique or retinue (Malgrin plus at least 2 10th-level necromancers and 100 fiendish skeletons) Challenge Rating: 17 Treasure: Standard coins; double goods; standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — Malgrin is a powerful noble of the First Circle of Hell. He tries to curry favor with Lord Baal by winning military victories and has chosen a novel way to do so.

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A tattered, shadowy cloak hangs from the shoulders of this cadaverous, barrel-chested humanoid. The halberd it holds in its bony hands pulses with dark energy. Two horns curl up above its cold, inscrutable eyes. Most armies on the First Circle are composed, naturally enough, of devils. They are in near-constant conflict with their perpetual enemies, demons, but also face internal threats. Devils are simply too interested in their own advancement to make trustworthy subordinates. Malgrin should know—he rose to his position by assassinating his former boss. Once in charge, he decided to secure his position by increasing the undead forces under his command. There were plenty of corpses to make troops from, and he found their obedience pleasing. Moreover, his fiendish skeletons cannot be turned while in Hell. Now known as the Duke of Unlife, Malgrin has a huge undead horde under his command. He lives in the Bone Citadel, a grim fortress built on the banks of a river of blood. His officers are not devils at all, but necromancers of various races who have pledged themselves to him. The implacable advance of the duke’s legions has routed both demons and rival devils. To most outside observers, Malgrin seems content to rule his necromantic fiefdom, though none can say what really lurks in the heart of the Duke of Unlife. Other nobles of the First Circle whisper in their lord’s ear. They say that Malgrin is planning a move, and that he wants to turn the entirety of Baal’s realm into a boneyard. The archdevil may harbor some suspicions, but right now he values the duke’s armies too much to take any action.

Combat Duke Malgrin is alone only when he takes rest in the heart of the Bone Citadel. At all other times he is accompanied by a retinue of necromancers and infernal skeletons. Malgrin is an impressive combatant by himself. His favorite weapon is Bonecruncher, a +3 unholy halberd. He often uses unholy blight to clear out large groups of enemies before wading into combat. Malgrin’s natural weapons, as well as any weapons he wields, are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Fear Aura (Su): Malgrin can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 20 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by Malgrin’s aura for 24 hours. Other devils are immune to the aura if they have at least as many Hit Dice as Malgrin. The save DC is Charisma-based. Necromantic Master (Su): Malgrin’s evil power allows him to control far more undead than the animate dead spell normally allows. At any one time Malgrin can have up to 100 HD worth of undead under his command.

Mechtenaek

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 7d8+14 (46 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 22 (+4 Dex, +8 natural), touch 14, flatfooted 18 Base Attack/Grapple: +7/+9 Attack: +1axiomatic scalpel +10 melee (1d6+3 plus 2d6 against chaotic foes) Full Attack: +1axiomatic scalpel +10/+5 melee (1d6+3 plus 2d6 against chaotic foes) Space/Reach: 5 ft./5 ft. Special Attacks: Crippling strike, reassemble, sneak attack +2d6, sparagmos Special Qualities: Devil traits, damage reduction 10/chaos, spell resistance 23 Saves: Fort +7, Ref +9, Will +8 Abilities: Str 15, Dex 19, Con 15, Int 18, Wis 16, Cha 14 Skills: Appraise +14 (+16 on checks related to its Craft skills), Bluff +12,

Rebuke Undead (Su): Malgrin can channel negative energy to rebuke undead as a 16th-level evil cleric (this level includes the bonus from Improved Turning). As a result of his ranks in Knowledge (religion), he receives a +2 bonus on checks to rebuke undead. Spell-like Abilities: At will—animate dead, create undead, fly, greater teleport (self plus 50 pounds of objects only); 3/day—create greater undead, unholy blight (DC 17). Caster level 20th. The save DC is Charisma-based.

Concentration +12, Craft (any two) +14, Diplomacy +6, Disable Device +14, Disguise +4, Heal +13, Intimidate +14, Knowledge (nature) +14, Knowledge (the planes) +14, Search +14, Sense Motive +13, Sleight of Hand +16, Survival +3 (+5 natural environments, +5 planes, +5 tracks) Feats: Combat Expertise, Dodge, Improved Feint Environment: Hell Organization: Solitary, Pair, Squad (4-16) Challenge Rating: 9 Treasure: Standard Alignment: Always lawful evil Advancement: 10-27 HD (Medium) Level Adjustment: — Though seemingly mechanical, the mechtenaeks are actually living devils, entirely organic; they harden their organs by their own supernatural abilities of sparagmos and reassembly. The hierarchy of Hell charges mechtenaeks

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with maintaining and repairing their war machines, equipment and other devices. On the side, however, these devils snatch unsuspecting victims, dismantle them into their component parts, and reorganize them into new and interesting forms. Hence, almost every creature around them writhes in agony. Mechtenaeks do not care on whom they experiment—mortals or devils serve equally well. Feared and reviled by most of the denizens of Hell, mechtenaeks keep a low profile, experimenting in secret. Though they are experts at rearranging flesh, they are equally suited at manipulating machinery and equipment, improving, at least in their eyes, whatever they touch. Outside of Hell, they find the formians a perfect example of true order, something that all devils strive to attain. Mechtenaeks speak Common, Infernal and their own mechanical language.

Combat Mechtenaeks, when encountering a potential subject, move quickly to defeat their opponent, using their scalpel to carve them to pieces. Once their victim is disabled, they use their Heal skill to stabilize them. Once the victim is properly prepared, the mechtenaek dismantles and reassembles it into a more useful form. Mechtenaeks attacks are considered lawful for purposes of overcoming damage reduction. Crippling strike (Ex): Mechtenaeks deal 2 points of Strength damage whenever they successfully sneak attack an opponent. Sneak attack (Ex): Mechtenaeks sneak attack as 3rd-level rogues. See the PHB for all details on this ability. Sparagmos (Su): If the mechtenaek succeeds in stabilizing a disabled opponent, he may begin to dismantle the target by cutting him into pieces. The victim of sparagmos is quite aware of what is occurring to his body, but is helpless to stop it. Mechtenaeks can disassemble an opponent in 1d4 rounds. Once fully divided, the victim survives for a number of agonizing minutes equal to its Constitution modifier to a minimum of 1 minute. Typically, mechtenaek begin the process of reassembly as soon as they completely take apart their victim. Heal or regenerate can reassemble the victim of sparagmos, provided, in the case of the former, This individual appears human, all the parts are present. Reassemble (Su): Once the mechtenaek successfully divides its victim, the devil begins to reassemble the subject into a form more pleasing, but horrific to others. Typically, the mechtenaek places body parts in random locations, eyes in the hands, arms where the legs would ordinarily go, and the head stuffed inside the abdomen. The time required for a mechtenaek to properly reassemble a divided victim varies depending on

the size of the creature. For Small or Medium creatures, it takes the mechtenaek 2d6 rounds. Add one round for each size smaller than Small and subtract one for each size larger than Medium. The mechtenaek can hurry the process, but at greater risk to the subject, aside from the blue-white skin requiring the victim to succeed a and inky black hair. It wears a long black leather coat with DC 17 Fortitude save or die. When human hairs growing from it. Black reflective goggles appear complete, the victim takes 3d6 points of Charisma drain and must attempt imbedded into its eyes as evidenced by the crust of blood a DC 17 Will save or be driven insane around the edges. A small bronze metal box with a grate as per insanity. Thereafter, victims of on the surface serves as its mouth. In its hand is a scalpel this assembly suffer a -4 penalty to the size of a butcher knife, its blade caked with blood. As all attacks, saves and checks due to the constant pain and awkwardness it moves, its body emits mechanical whirs and squeals, and a of their new forms. A victim of wheezy noise of tinny laughter echoes from the voice box. reassembly may only recover his or her true form through a wish or miracle. The save DCs are Charisma-based.

Naamah, Contessa of Duplicity (Fallen Astral Deva) Medium Outsider (Evil, Extraplanar)

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Hit Dice: 12d8+48 (102 hp) Initiative: +8 Speed: 50 ft. (10 squares) Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 29 Base Attack/Grapple: +12/+18 Attack: +3 flail +21 melee (1d8+9 plus stun) or bite +18 melee (1d6+6) Full Attack: +3 flail +21/+16/+11 melee (1d8+9 plus stun) or 5 bites +18 melee (1d6+6) Space/Reach: 5 ft./10 ft. Special Attacks: Blasphemous benediction, grant temptation, probe soul, spell-like abilities, stun, unholy compact Special Qualities: Damage reduction 10/good, darkvision 60 ft., holy

interdict, immunity to acid, cold, and petrification, low-light vision, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge, unsettling aura Saves: Fort +14 (+18 against poison), Ref +12, Will +11 Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 16, Cha 22 Skills: Bluff +25, Concentration +19, Diplomacy +25, Disguise +6 (+8 acting), Escape Artist +19, Hide +19, Intimidate +23, Knowledge (the planes) +19, Knowledge (religion) +19, Listen +24, Move Silently +19, Sense Motive +22, Spot +24, Survival +3 (+5 on other planes), Use Rope +4 (+6 with bindings) Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Mobility Environment: Hell Organization: Unique

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Challenge Rating: 16 Treasure: No coins; double goods; standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — In the early days of the multiverse, Naamah served the Heavens as an astral deva. Now she is a consummate corrupter and a mighty foe of the Lords of Good. Naamah’s task was to watch over mortal agents of Good on the Material Plane and aid them in times of need. Filled with zeal, she followed her orders to the letter, observing all that her proteges did and said, day and night. Naamah was amazed by mortal capacity for lust and duplicity: Even her most pure charges lied from time to time and satisfied their carnal urgings with relish. As she watched and learned, Naamah soon was imitating the mortals she was bound to protect. Through sex and lies, Naamah found power. She seduced other celestials, showing them the mortal joys they were forbidden. Some say it was her whisperings that led Samyasa and his followers to lust after mortal pleasures (see page 204). Yet when Samyasa rebelled, Naamah was nowhere to be seen. She watched both Iblis and Samyasa fall, but her own crimes remained hidden. Having survived both rebellions, Naamah came to enjoy a false sense of security. This was her undoing. It was the solar Uriel who finally unmasked Naamah. When he discovered how many celestials she had seduced, Uriel’s wrath was great. He inflicted her punishment in front of the assembled ranks of his celestial army, as a lesson to them all. “You wore many faces, Naamah the Pleasing; now let Heaven see them all!” he intoned. Naamah’s beautiful face split apart, and five wicked heads sprang from her torso. “You sought to lead others astray and defy the will of Heaven,” Uriel continued. “Now show us your true form.” Naamah’s five heads cried out in agony as her legs transformed into the scaly body of a snake and her wings burned away. “For your crimes,” the solar thundered, “you are cast out of Heaven for all time. Join Iblis and Samyasa in the pit and burn for all eternity!” Then Naamah fell straight into Hell, as many had fallen before her. If Uriel thought that he had taught Naamah a lesson, he was quite wrong. Naamah ended up in the Fourth Circle of Hell, serving another fallen celestial, Belial. She soon proved that her skills were a positive boon to Hell, and Belial came to value her greatly. She takes particular pleasure in undoing the work of her former celestial kin. She and her agents on the Material Plane are corrupters of the first order and a constant thorn in the side of the astral devas.

Combat

The save DCs are Charisma-based.

Where this great serpent’s head would be is the armless upper body of a humanoid woman. She has five terrible heads, each with a long neck, horns, and a grimace of malice. One of the heads brandishes a flail in its forked tongue.

Although Naamah prefers to get her way with honeyed words, she is more than capable of taking on her enemies face to face. Her millennia of service as an astral deva gave her plenty of combat experience, and she knows when swift attack will accomplish more than a gentle touch. Naamah likes to start combats with unholy blight (she enjoys its demoralizing effect), followed up by dispel good if appropriate. She then attempts to stun one opponent with her flail, and tear him apart with her many teeth. Five heads give her a lot of bite.

Stun (Su): If Naamah strikes an opponent twice in one round with her flail, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Unholy Compact (Su): A soul bound by this agreement is trapped in Naamah’s domain on the Fourth Circle of Hell upon death.

For full descriptions of abilities common to all fallen celestials, see the fallen celestial template on page 161.

Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Naamah. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 12th). This aura can be dispelled, but Naamah can create it again as a free action on her next turn. (The defensive benefits from the circle are not included in Naamah’s statistics block.)

Blasphemous Benediction (Su): Naamah grants a +4 profane bonus on the touched creature’s attack and weapon damage rolls.

Tongues (Su): Naamah can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.

Probe Soul (Su): The Will save to resist Naamah’s persuasion has a DC of 22.

Uncanny Dodge (Ex): Naamah retains her Dexterity bonus to AC when flatfooted, and she cannot be flanked except by a rogue of at least 16th level. She can flank characters with the uncanny dodge ability as if she were a 12th-level rogue.

Naamah’s natural weapons, as well as any weapons she wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Spell-like Abilities: At will—aid, blasphemy (DC 23), continual flame, detect good, discern lies (DC 20), dispel good (DC 21), dispel magic, invisibility (self only), plane shift (DC 23), polymorph (self only), remove curse, remove disease, remove fear, unholy aura (DC 24), unholy blight (DC 20); 7/day—cure light wounds (DC 17), see invisibility; 2/day—charm person (DC 17), disguise self, protection from good; 1/day—blade barrier (DC 22), command (DC 17), heal (DC 22), misdirection (DC 18), nondetection, speak with dead (DC 19), suggestion (DC 19). Caster level 12th.

Unsettling Aura (Ex): The Will save to resist Naamah’s unsettling aura has a DC of 22. Skills: Naamah has a +4 racial bonus to Bluff, Sense Motive, Spot, and Listen checks.

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Nekhet, Prophet of Set Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 15d8+45 (112 hp) Initiative: +4 Speed: 30 ft. (6 squares), fly 40 ft. (average) Armor Class: 22 (+4 Dex, +5 natural, bracers of armor +3), touch 14, flat-footed 18 Base Attack/Grapple: +15/+18 Attack: +4 defending quarterstaff +22 melee (1d6+8) Full Attack: +4 defending quarterstaff +22/+17/+12 melee (1d6+8) Space/Reach: 5 ft./5 ft. Special Attacks: Blessed of Set Special Qualities: Blindsight 120 ft., damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to cold, fire, and poison, resistance to acid 10, see in darkness, spell resistance 28, telepathy 100 ft. Saves: Fort +12, Ref +13, Will +16 Abilities: Str 16, Dex 18, Con 17, Int 18, Wis 20, Cha 20 Skills: Bluff +23, Concentration +21, Diplomacy +27, Disguise +23 (+25 acting), Heal +23, Intimidate +25, Knowledge (the planes) +22, Knowledge (religion) +22, Listen +23, Sense Motive +23, Spellcraft +22, Spot +23, Survival +5 (+7 on other planes) Feats: Enlarge Spell, Greater Spell Penetration, Iron Will, Maximize Spell, Silent Spell, Spell Penetration Environment: Hell Organization: Unique or retinue (Nekhet plus one 10th-level fighter or 2 horned devils) Challenge Rating: 17 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Nekhet is the bat-headed sister of Krotep (see page 175). Like her brother, she believes herself to be the child of the Egyptian god Set. She and Krotep have been fighting each other their whole lives. Both desire recognition by their purported father and ascension to godhood. They also believe that only one of them can win this prize. For almost a millennium, Nekhet and Krotep have been camped outside of Set’s realm, Nekhet to the south and east and her brother to the north and west. Each has armies that clash intermittently, but each also has a strategy to assume godhood. Krotep believes he can flatter Set by constructing pyramids in the god’s name. A simple approach, but a time-honored one—it never hurts to appeal to divine vanity. Nekhet long ago rejected such notions, and she has nothing but contempt for her brother’s pigheadedness. She plans to offer Set something every god wants: greater power. While Krotep works slaves to death in Hell, Nekhet has focused her energy on the Material Plane to win worshipers for Set, making him ever more powerful and respected. These days Nekhet actually spends little time in Hell. Instead she travels to different worlds in the Material Plane to found cults of Set in person, This humanoid woman has the head of a giant bat. She wears appearing most often in rural areas as Whether or not Nekhet is Set’s a wandering prophet. She performs a skirt, a cloak, and an ornate collar, and she bears a staff daughter, her clerical power is “miracles,” preaches the glory of crowned with a disc framed by horns. undeniable. For her many services Set, and wins converts for her father. rendered, Set has blessed her with Once the cult is established, she full access to divine spells. In addition to her spellcasting, Nekhet wields the moves against other local religions, defiling temples and killing priests. Having Prophet’s Staff, a potent weapon (see the staff ’s sidebar). When encountered thus assured the cult’s survival, she appoints a leader and moves on to spread on the Material Plane, she is usually accompanied by a cadre of cultists and a the word elsewhere. Through follow-up visits and intimidation, she keeps the personal bodyguard. Her favorite bodyguard at the moment is Clevaux, a 10thvarious cults in line. level human fighter. In Hell she travels with two horned devils (see MM). Leviathan, her titular lord in Hell, is not very happy with Nekhet. She is Nekhet’s natural weapons, as well as any weapons she wields, are treated as evilneglecting her duties to the Lord of the Fifth Circle. He would have taken her aligned and lawful-aligned for the purpose of overcoming damage reduction. out long ago if not for the possibility that Set really is her father. Leviathan cannot afford to offend the god, since he doesn’t want an enemy in the midst Blessed of Set: Nekhet casts divine spells as a 17th-level cleric. Her of his circle of Hell. Agents of Leviathan are currently investigating the true chosen domains are Destruction and Evil. Set’s domains are Evil, parentage of the siblings. Should godly blood not run in her veins, Nekhet Destruction, Law, and War. may soon find herself enjoying a lengthy digestion in Leviathan’s bowels.

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Early in her career Nekhet visited a world in the Material Plane with a vigorous cult of Set. Delighted to find a strong church dedicated to her father, Nekhet made a surprise entrance to the cult’s temple and announced her parentage to the assembled throng. The worshippers were suitably impressed and bowed down to the bat-headed offspring of their deity. The high priest, however, was not so quick to serve. In a private conference with Nekhet, he cast aspersions on her story and all but accused her of lying. The sacred scrolls made no mention of her, he asserted, so how could she be Set’s daughter? Nekhet listened attentively to his protestations and then left him without saying a word. The next morning Nekhet appeared with the high priest’s staff of office. He was never seen again. The rest of the priests got the message and no one ever dared to question her authority. The Prophet’s Staff is a +4 defending quarterstaff. The bearer of the staff can cast polymorph and dominate person twice per day as a 12th-level caster (save DC 16). Strong enchantment; CL 12th; Craft Magic Arms and Armor, dominate person, polymorph, shield or shield of faith; Price 119,720 gp.

Typical Cleric Spells Prepared (6/8/7/7/7/6/5/4/3/2; save DC 15 + spell level): 0—detect magic (2), guidance (2), read magic, resistance; 1st— bane, command, cure light wounds, divine favor, doom, protection from good*, sanctuary, shield of faith; 2nd—death knell, eagle’s splendor, owl’s wisdom, shatter*, silence, spiritual weapon, undetectable alignment; 3rd—bestow curse, contagion*, cure serious wounds, deeper darkness, prayer, remove curse, wind wall; 4th—cure critical wounds, discern lies, divine power, dismissal, tongues, sending, unholy blight*; 5th—dispel good*, flame strike, greater command, insect plague,

plane shift, summon monster V; 6th—animate objects, geas/quest, greater dispel magic, harm*, word of recall; 7th—blasphemy*, control weather, greater scrying, repulsion; 8th—earthquake*, fire storm, greater spell immunity; 9th—storm of vengeance, summon monster IX*. *Domain Spell. Blindsight (Ex): Nekhet can “see” by emitting high-frequency sounds. This allows her to locate objects and creatures within 120 feet that are otherwise hidden (for example, invisible creatures or those cloaked in darkness). A silence spell or similar effect negates this ability.

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Nekhet’s Weapon, The Prophet’s Staff

Nergal, the Fetid Prince Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 19d8+95 (180 hp) Initiative: +0 Speed: 35 ft. in full plate armor (7 squares); base speed 50 ft. Armor Class: 33 (–2 size, +12 natural, +13 +5 full plate of light fortification), touch 8, flat-footed 33 Base Attack/Grapple: +19/+36 Attack: +3 axiomatic spiked chain of wounding +30 melee (3d6+16/19–20 plus 2d6 against chaotic plus 1 Con plus disease) or masterwork spiked gauntlet +27 melee (1d8+9 plus disease) Full Attack: +3 axiomatic spiked chain of wounding +30/+25/+20/+15 melee (3d6+16/19–20 plus 2d6 against chaotic plus 1 Con plus disease) or masterwork spiked gauntlet +27/+22/+17/+12 melee (1d8+9 plus disease) Space/Reach: 15 ft./15 ft. (30 ft. with spiked chain) Special Attacks: Diseased strike, mass contagion, spell-like abilities, summon devils Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., devil traits, immunity to disease, fire, and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 25, telepathy 100 ft. Saves: Fort +18, Ref +11, Will +17 Abilities: Str 28, Dex 10, Con 20, Int 14, Wis 18, Cha 18 Skills: Bluff +26, Climb +26, Concentration +27, Diplomacy +30, Disguise +4 (+6 acting), Heal +26, Intimidate +28, Knowledge (the planes) +24, Listen +26, Sense Motive +26, Spot +26, Survival +4 (+6 on other planes) Feats: Combat Expertise, Great Fortitude, Improved Critical (spiked chain), Improved Disarm, Improved Trip, Iron Will, Weapon Focus (spiked chain) Environment: Hell Organization: Unique or retinue (Nergal plus 12 bone devils and 50 herlekins) Challenge Rating: 18 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Nergal is a powerful noble in the service of Beelzebub, Lord of the Seventh Circle. He is a master of pestilence, whose particular pleasure is spreading disease on worlds in the Material Plane. Nergal’s form is huge and bloated. He revels in the fact that the randomness of truly virulent disease can shake

even the strongest faith. Devils thrive in this sort of atmosphere, tempting mortals onto a path that leads them to Hell upon death. Nergal is also proof that Beelzebub has a sense of humor. He whose stock in trade is disease that rots from within is in charge of preventing the decay

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of Beelzebub’s organization. He Nergal’s natural weapons, as well as commands the bone devils of the any weapons he wields, are treated This corpulent humanoid reeks of decay and is enclosed in Seventh Circle and makes sure they are as evil-aligned and lawful-aligned for hulking plate mail, complete with a helm and face guard. The properly policing the Lord of the Flies’ the purpose of overcoming damage creature carries a huge spiked chain dripping slime. reduction. minions. Nergal receives hundreds of reports every day from his far-flung Diseased Strike (Su): Nergal drips agents, feeding him information on pestilence from every pore. Any countless devils. He has dirt on most opponent he strikes in melee combat may become infected with flesheater, a of Beelzebub’s important nobles, and they hate him for it. They also fear him, of disgusting supernatural disease (Fortitude DC 24, incubation period 1 hour; 1d8 course—that and Beelzebub’s continued support keep Nergal in office. Con). The save DC is Constitution-based. The Fetid Prince built his base of operations in an enormous swamp. His Mass Contagion (Su): This fearsome ability is identical to the contagion spell minions teleport in and out, so there is no need for a navigable path to his but affects up to twenty opponents within 100 feet of Nergal, no two of fortress. Any overland attack is doomed to failure, as the swamp can swallow which can be more than 30 feet apart. A Fortitude save (DC 24) negates the up entire armies. Nergal is most vulnerable on his periodic trips to the effect. The save DC is Constitution-based. Material Plane. These voyages are unwise, but he simply cannot give up the joy of personally cursing mortals with plagues of his own devising. Spell-like Abilities: At will—contagion (DC 18), greater teleport (self plus 50 pounds of objects only), ray of enfeeblement, see invisibility, whispering wind; 2/day—acid fog (DC 20), protection from good, prying eyes; 1/day—blasphemy (DC 21), dispel good (DC 19), nondetection, unholy blight (DC 18). Caster level 18th. The Nergal’s form may appear flabby, but that does not mean he is a weak save DCs are Charisma-based. combatant. While he is immune to diseases himself, he is a carrier for dozens Summon Devils (Sp): Once per day Nergal can summon 2d10 herlekins of different types of pestilence. Nergal knows that any sane combatant fears with a 75% chance of success or 1d8 bone devils with a 35% chance of infection, so he closes as quickly as possible. Each blow with his slimesuccess. This ability is the equivalent of a 5th-level spell. covered spiked chain is diseased, and he also relishes every chance he gets to use mass contagion on enemies.

Combat

Oubliette

Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: –1 Speed: 40 ft. (8 squares) Armor Class: 25 (–2 size, –1 Dex, +18 natural), touch 7, flat-footed 25 Base Attack/Grapple: +21/+29 Attack: Slam +19 melee (2d6+9) Full Attack: 2 slams +19 melee (2d6+9) and bite +14 melee (1d10+4) Space/Reach: 15 ft./15 ft. Special Attacks: Stomp 3d6+13 Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 22, telepathy 100 ft. Saves: Fort +14, Ref +7, Will +10 Abilities: Str 29, Dex 9, Con 22, Int 5, Wis 14, Cha 14 Skills: Balance +14, Intimidate +17, Jump +24, Listen +17, Spot +17 Feats: Blind-Fight, Cleave, Endurance, Improved Bull Rush, Power Attack Environment: Hell Organization: Solitary or strike force (see text) Challenge Rating: 11 Treasure: None Alignment: Always lawful evil Advancement: 13–16 HD (Huge); 17–24 HD (Gargantuan) Level Adjustment: — Oubliettes are sinister creations of Asmodeus that can found on all circles of Hell. They were devised to deny pure souls to the Lords of Good for all time. The denizens of the planes are in a constant struggle for souls. Devils tempt mortals into evil so that their souls will travel to Hell upon death. Likewise, the souls of the good go to the Seven Heavens or other good planes. Accumulating souls makes both gods and devils more powerful, which is why the war is prosecuted with such vigor. Each corrupted soul adds power to Asmodeus and denies it to the Lords of Good. But the King of Hell realized that there were some souls too good to be corrupted and too powerful to be allowed into Heaven, such as those of heroic paladins and clerics. He created the oubliettes to be living prisons of flesh. When a devil noble or Lord of Hell wants a troublesome champion of good removed, an infernal strike force is assembled that includes an oubliette.

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An oubliette can extend a long tentacle from its stomach. Once subdued by the strike force, the targeted mortal can only watch helplessly as the oubliette’s tentacle emerges. An infernal headsman then chops off the mortal’s head and plants it on the waving tentacle. Amazingly, this does not kill the victim. Skull and tentacle bond, and hellish ichor from the oubliette’s body keeps the head both alive and conscious. Once the process is complete, the oubliette slides the tentacle back into its body and the devils return to Hell with their prize.

Combat

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An oubliette lives for millennia unless Oubliettes are rarely found in numbers. slain, and for all that time the good When one appears, it is usually part of Standing 25-feet tall, this armless creature has two huge soul trapped within is lost to Heaven. a strike force. These groups of devils muscular legs, which are connected to its shoulders. It has a To make matters worse, oubliettes vary tremendously, depending on the fanged underbite and a skeletal face. wander throughout Hell, making noble giving the order and the power their charges watch the unspeakable of the target. Strike force members evil that goes on there. A century or attempt to subdue the target and kill all two of unending horror is enough other opposition. to drive most mortals mad. Some even begin to enjoy the spectacle; these are An oubliette’s natural weapons, as well as any weapons it wields, are treated as Asmodeus’s greatest triumphs. When this happens, the oubliette can safely evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. smash the head apart and release the now-evil soul to join the host of Hell. Regeneration (Ex): An oubliette takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. An oubliette that loses a limb or body part can regrow the lost portion in 3d12 minutes. An oubliette is dull-witted but incredibly tough. Its tentacle is never exposed to The creature can reattach a severed limb instantly by holding it to the stump. combat in normal circumstances: The oubliette draws it back into its body as Stomp (Ex): An oubliette can make a special stomp attack versus a Medium a partial action as soon as combat begins, if it was not there already. In the off or smaller opponent. It forgoes its usual attacks and tries to crush the enemy chance an enemy gets an attack at the tentacle, it has AC 20 and can be severed underfoot. This is a melee touch attack that incurs an attack of opportunity. by a hit from a slashing weapon that deals 15 or more points of damage. When The attack deals 3d6+13 points of bludgeoning damage and threatens a an oubliette is slain or its tentacle severed, the trapped soul is released at last. critical on a natural roll of 17–20.

Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 7d8+35 (66 hp) Initiative: +3 Speed: 30 ft. in breastplate armor (6 squares); base speed 40 ft. Armor Class: 20 (–1 size, +3 Dex, +3 natural, +5 breastplate), touch 12, flat-footed 17 Base Attack/Grapple: +7/+16 Attack: Claw +11 melee (1d8+5) Full Attack: 2 claws +11 melee (1d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 1d8, fighting claws 2d6+5, improved grab, spelllike abilities Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 18, telepathy 100 ft. Saves: Fort +12, Ref +8, Will +9 Abilities: Str 20, Dex 16, Con 20, Int 9, Wis 14, Cha 16 Skills: Bluff +13, Diplomacy +7, Disguise +13 (+15 acting), Intimidate +15, Listen +12, Sense Motive +12, Spot +12, Survival +12 Feats: Great Fortitude, Iron Will, Track Environment: Hell Organization: Solitary, team (2–4), or squad (5–12) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: 8–11 HD (Large); 12–20 HD (Huge) Level Adjustment: — Pain mistresses are Submitters of Duchess Hadriel (see page 166). They inflict pain on other Submitters and receive pain from the Obeyed. They are thus perfect servants for the Duchess of Domination. Pain mistresses are instantly recognizable by their oversized claws. They serve Hadriel in two ways. They act as torturers, squeezing secrets from Hadriel’s enemies. They also track down and capture persons of interest to the Duchess. Their polymorph ability allows them to hunt on the Material Plane as well as in Hell. Pain mistresses are key members of the Shrieking Violet Society and have proved an important part of Hadriel’s operation in the Material Plane. With precise applications of pleasure and pain, they mold the society’s members into proper tools. This tall female humanoid is If Hadriel has a worry, it is that the pain mistresses are enjoying their stay on the Material Plane too

much. They spend most of their time in an alternate form, living among humanoids. Some have become quite notorious in their mortal identities. One, who goes by the name Michaela, has the entire nobility of her home city under her sway. These jaded aristocrats have fallen hard for Michaela’s hellish attractions. They see it all as decadent and risque fun, and they fail to understand that Michaela has real power over them.

clad head to toe in skin-tight black leather, which obscures even her face. Where hands would be, she has enormous pincers.

Combat Pain mistresses fight in one of two modes. They use their crushing claws

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when they want to capture or immobilize an opponent but shift to special fighting claws when they want to kill. Their spell-like abilities help them divide and conquer. A pain mistress’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Constrict (Ex): A pain mistress that makes a successful grapple check automatically deals claw damage, with an additional 1d8 points of bludgeoning damage from the crushing force.

Fighting Claws (Su): A pain mistress’s claws are ungainly to say the least. When more finesse is required, she can transform her big claws into smaller, sleeker fighting claws as a move action. The improved grab and constrict abilities cannot be used with the fighting claws, which deal 2d6+5 points of damage. Improved Grab (Ex): To use this ability, the pain mistress must hit with a claw attack. Spell-like Abilities: 3/day—dominate person (DC 18), polymorph (self only); 1/day—symbol of pain (DC 18). Caster level 10th. The save DCs are Charisma-based.

Painshrieker Medium Aberration

Hit Dice: 5d8+15 (37 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +3/+4 Attack: Masterwork handscythe +6 melee (1d8+1/x4) Full Attack: Masterwork handscythe +4 melee (1d8+1/x4) and masterwork handscythe +4 melee (1d8/x4) Space/Reach: 5 ft./5 ft. Special Attacks: Shock, sonic barrage Special Qualities: Blindsight 120 ft., damage reduction 5/leather Saves: Fort +4, Ref +3, Will +4 Abilities: Str 12, Dex 15, Con 16, Int 14, Wis 10, Cha 8 Skills: Hide +10, Listen +8, Move Silently +10, Spot +8 Feats: Two-Weapon Fighting, Weapon Focus (handscythe) Environment: Temperate forests Organization: Solitary or gang (2–5) Challenge Rating: 4 Treasure: None Alignment: Usually lawful evil Advancement: 6–9 HD (Medium) Level Adjustment: — While Duchess Hadriel prefers female servants, she knows how to use men when it suits her. The painshriekers, a common form of Submitter (see Hadriel’s entry on page 166), are a case in point. Painshriekers are recruited from the most ardent of Hadriel’s male mortal followers. Such is their desire to please their mistress that they willingly submit to the agonizing process of transformation. Like strigae (see below), they are first blinded. They are then slit open from navel to chin, and large segments of their internal organs are removed and replaced with a vibratory superstructure that projects an ultrasonic beam. The new painshriekers remain blind until the grafts heal, at which time they can “see” again with their implanted sonic generator. They also learn to create a powerful sonic attack. Hadriel uses the painshriekers as shock troops. Their inhuman appearance and sonic barrage make them much-feared opponents. Since Hadriel is operating in the shadows at the moment, painshriekers are rarely seen on the Material Plane. They are kept in several remote forest keeps, waiting to burst forth on the Duchess’s command.

Combat Painshriekers close with opponents quickly so they can use their sonic barrage. When their enemies are still reeling, they rush forward to finish them

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in melee. Painshriekers favor an exotic weapon called the handscythe. They fight with them in pairs, in a manner similar to the sai. Blindsight (Ex): Painshriekers can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this, effectively blinding the painshrieker. Shock (Su): The sight of a painshrieker is so disturbing that a viewer must succeed at a Will save (DC 11) or be paralyzed with fear for 1d3 rounds. Whether or not the save is successful, that creature cannot be affected again by that painshrieker’s shock

Handscythe

Weapon

Cost

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight

Type

Handscythe*

20gp

1d6

1d8

x4



4 lb.

Slashing

*Handscythes are light exotic melee weapons designed to be used in pairs.

with no saving throw allowed. If the painshrieker maintains the attack, those affected continue to shake as the harmonics rise to a frenzied pitch. On the second round within the cone, they must succeed at a Fortitude save (DC 15) or take 1d12 damage. On the third round they must save again or take 2d8 damage. Successful saves halve the damage. The save DC is Constitution-based.

This creature’s eyes have apparently been gouged out, scars being all that remain, and a wide bloodless gash from its chin to its navel reveals an implanted corrugated structure of some sort. It brandishes two wicked scythes.

Sonic Barrage (Su): A painshrieker can create a devastating sonic attack in a 50-foot-long cone. Anyone within the cone immediately takes 1d8 damage

Phl’taurian

Large Outsider (Devil, Evil, Extraplanar, Fire, Lawful) Hit Dice: 10d8+30 (75 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 24 (+1 Dex, +5 natural, +8 full plate barding), touch 11, flat-footed 23 Base Attack/Grapple: +10/+18 Attack: Bite +13 melee (1d8+4) or military fork* +13 melee (2d6+6/x3) Full Attack: Bite +13 melee (1d8+4), 2 claws +11 melee (1d6+2) and 2 hooves +11 melee (1d6+2);or military fork +13/+8 melee (2d6+6/x3), bite +11 melee (1d8+2) and 2 hooves +11 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Aura of menace, devil traits, damage reduction 10/good, darkvision 60 ft., fire subtype, immunity to electricity and petrification, low-light vision, scent, spell resistance 21, teleport Saves: Fort +10, Ref +8, Will +7 Abilities: Str 18, Dex 13, Con 17, Int 10, Wis 11, Cha 14 Skills: Concentration +16, Diplomacy +4, Hide +10, Jump +17, Listen +13, Move Silently +14, Sense Motive +13, Spot +13, Survival +13 Feats: Improved Initiative, Multiattack, Power Attack, Track, TrampleB

Volume 3: Legions of Hell

ability for one day. When confronted with a group of painshriekers, a viewer attempts only one save, but the DC is increased by 1 for each additional painshrieker (maximum DC 25). For example, a creature attacked by four painshriekers would have to make one Will save with a DC of 14. The save DC is Charisma-based.

Environment: Hell (Lake of Fire) Organization: Solitary, Company (5-8), Battalion (8-18), Army (20-200) Challenge Rating: 8 Treasure: Standard Alignment: Always lawful evil Advancement: 7-12 HD (Large), 13-18 HD (Huge) Level Adjustment: — *See Sidebar on page 168 for details on Military Forks

mortals the most, striving to dispatch as many as they can, leaving celestials or other threats for their allies to deal with. Phl’taurians typically begin combat Normally constrained to the Phlegethon, the Lake of Fire, it is the by using their spell-like abilities responsibility of these devils to keep if they have the time, buttressing the wicked from escaping the burning their martial strengths with aid and sea. Occasionally, a pit fiend or an Prancing on the blasted plain is a freakish centaur, encased protection from good. Phl’taurian attacks influential horned devil conscripts a in full plate barding and wielding a green-steel military are considered evil for purposes of company of these horrors to fight in a fork. Over the entire red and black armor are painted overcoming damage reduction. raid or other conflict. Phl’taurians are blasphemous runes, and the horseflesh visible beneath the quite dangerous opponents, having a Spell-like Abilities: At will, host of spell-like abilities and martial spiked plates is sickly white. phl’taurian may use the following skills to combat just about any foe. spell-like abilities—aid, continual flame, detect good and message. In Phl’taurians fell during the uprising addition, these devils may use the in heaven, cast down with the other following spell-like abilities 2/day—charm person (DC 13) and disguise self; fallen to reside in the wastes of the Lower Planes. Evidenced in their features, 1/day—command (DC 13), misdirection (DC 14), nondetection, protection beneath their armor, are their beatific features, twisted and contorted with from good and suggestion (DC 15). The phl’taurian’s effective caster level is hate and rage. They hate all mortals, believing that their existence maintains 6th. The save DCs are Charisma-based. their condemnation to the darkness and horror of Hell. Phl’taurians speak Common, Ignan and Infernal

Combat Phl’taurians are ruthless in combat, trampling when they can, and impaling the rest on the tines of their military forks. Above all opponents, they hate

Aura of Menace (Su): Any hostile creature coming within 20-feet of a phl’taurian must attempt a Will save (DC 17), or take a -2 penalty on attacks, AC and saves for 24 hours or until they successfully hit the phl’taurian. Teleport (Sp): The phl’taurian can teleport as the spell cast by a 14th-level caster, except that it can only transport itself plus 50 pounds of objects.

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Phlogiston Monitor Medium Magical Beast (Extraplanar, Fire) Hit Dice: 6d10+18 (51 hp) Initiative: +4 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +6/+10 Attack: Bite +10 melee (1d8+6 and 1d6 fire) Full Attack: Bite +10 melee (1d8+6 and 1d6 fire) Space/Reach: 5 ft. / 5 ft. Special Attacks: Fire aura, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fire subtype, low-light vision Saves: Fort +10, Ref +9, Will +3 Abilities: Str 18, Dex 19, Con 17, Int 6, Wis 12, Cha 4 Skills: Climb +8, Hide +10, Listen +4, Move Silently +9, Spot +4, Swim +12 Feats: Alertness, Great Fortitude, Lightning Reflexes Environment: Hell (Lake of Fire) Organization: Solitary, Pair, Clutch (3-18) Challenge Rating: 4 Treasure: None Alignment: Usually lawful evil Advancement: 7-11 HD (Medium), 12-16 HD (Large), 17-18 (Huge) Level Adjustment: — Phlogiston monitors infest the Lake of Fire. They gather all along its shores, occasionally entering the flaming waters to dine on the occasional sinner. They occupy nearly every available place on the shores and even the rare island that surfaces, presenting a battle to those who escape the relentless fires of the burning sea. Devils regularly overlook these creatures, seeing them more as a part of the environment and natural order than anything worthy of respect. When their numbers grow too great, the archdevils call for a hunt to thin the numbers. For weeks, the devils subject phlogiston monitors to horrific tortures and humiliations, whereby the devils vent their frustrations and perverse cravings. In turn, phlogiston lizards regularly snatch devils and make a messy meal of them, showing the same humiliating cruelty granted to these monsters.

Combat

Fire Aura (Su): A wreath of fire continually surrounds the phlogiston monitor. The monitor’s melee attack deals an additional 1d6 points of fire damage. In addition, victims of its attacks must attempt a Reflex save (DC 15) to avoid catching fire.

Smite Good (Su): Once per day, Nearly six feet in length, this red-scaled lizard basks in the the phlogiston monitor can make Phlogiston monitors watch for a normal melee attack to deal +3 heat of fires all around it. Its eyes, a bright white, shine the lone or weak traveler, ignoring points of damage. with an unholy radiance. When it opens its mouth you see most parties of any significant size. Something that appears sickly or charred black teeth within. Skills: Phlogiston monitors have a suffering is the best target for these +8 racial bonus on any Swim check fire lizards. When such prey comes to perform some special action or close, the phlogiston monitor attacks. avoid a hazard. It may always choose If it succeeds in incapacitating the victim, it roots about in the softer sections to take 10 on a Swim check, even while distracted or endangered. It can use of flesh for tender meats, which it enjoys above all else. The monitor’s attacks a run action while swimming, provided it swims in a straight line. Phlogiston are considered magical for purposes of overcoming damage reduction. lizards have a +4 racial bonus to Hide and Move Silently checks.

Shadow Angel

Large Outsider (Devil, Evil, Extraplanar, Incorporeal, Lawful)

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Hit Dice: 14d8+56 (119 hp) Initiative: +5 Speed: Fly 80 ft. (16 squares) (perfect) Armor Class: 24 (+5 Dex, +9 Deflection) Base Attack/Grapple: +14/— Attack: +1 unholy ghost touch scythe +20 touch (2d6+1 plus 2d6 against good foes, crit 19-20/x4) Full Attack: +1 unholy ghost touch scythe +20/+15/+10 touch (2d6+1 plus 2d6 against good foes, crit 19-20/x4) Space/Reach: 10 ft./10 ft.

Special Attacks: Horrific appearance, howl, spell-like abilities, summon devils Special Qualities: Devil traits, incorporeal, unbound Saves: Fort +13, Ref +14, Will +16 Abilities: Str —, Dex 20, Con 18, Int 22, Wis 24, Cha 28 Skills: Balance +7, Bluff +26, Concentration +21, Diplomacy +13, Disguise +9 (+11 acting), Hide +22, Intimidate +28, Jump +2, Knowledge (any four) +23, Listen +24, Search +23, Sense Motive +24, Spellcraft +23, Spot +24, Survival +7 (+9 following tracks), Tumble +22 Feats: Combat Expertise, Dodge, Flyby Attack, Improved Critical (scythe), Weapon Focus (scythe)

Volume 3: Legions of Hell

Environment: Hell Organization: Solitary, Wing (2-4) Challenge Rating: 16 Treasure: None Alignment: Always lawful evil Advancement: 15-28 HD (Large), 29+ HD (Huge) Level Adjustment: — During the heavenly uprising, the angels who sided with the Adversary cast long evil shadows. These insubstantial things extended into the still not fully formed Gehenna. There, ungoverned, the shades of the angels darkened with every blasphemy committed and every vile act performed. When the shadows’ owners fell to the Abyss and Hell, the shadows remained trapped in Gehenna, where they plotted their escape. Thoroughly wicked and corrupt, these hateful things broke free from Gehenna and journeyed to return to their rightful bodies. Some shadow angels discovered that their physical forms had fallen, destroyed in the wars of the heavens. Without a physical form, these former angels would never regain their forms, trapped between oblivion and life. Eons later, the shadow angels lament their existence, hating the mortals that formed the basis for the uprising and hating the Adversary who urged them to take arms against the heavenly host. Now, though most reside in Hell, many travel the planes looking for some means to restore their physical forms, consulting with necromancers, liches and worse. Though no shadow angel has yet to regain its body, they are relentless in their pursuit. Despite their obsession, they retain their hate for all mortals, Over nine feet tall, this shadowy creature has insubstantial slaughtering them when they prove to angelic wings spreading out from beneath its heavy black robes. have no use.

Combat

Within the cowl, you think you see twin dots of white light. In its skeletal hands, it carries a huge scythe, decorated with skulls, appearing both real and yet strangely transparent.

At the start of combat, the shadow angel descends from above, throwing back its cowl as a free action, to reveal its awfulness and swipe at an opponent with its scythe. It keeps its cowl down until every opponent has saved, using Flyby attacks to whittle away at its enemies. Despite these creature’s vast intellects, they blame mortals for their condition, ignoring their own culpability. Thus, they fight to the death in any conflict involving mortals. Horrific Appearance (Su): Any living creature within 60 feet that views the shadow angel must attempt a Fortitude save (DC 26) or immediately take 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 Constitution damage. A creature that successfully saves against this effect is immune to this ability for 24 hours. The save DC is Charisma-based.

Howl (Su): Once per day, the shadow angel produces a shriek of heartrending sorrow and soulchilling fear. All creatures within 100 feet of the shadow angel must succeed at a Fortitude save (DC 26) or be paralyzed with dread and sadness for 1d4 rounds. The save DC is Charisma-based.

Spell-like Abilities: The shadow angel can use the following spells at will—deeper darkness, desecrate, detect good, dispel good (DC 24), magic circle against good, unholy blight (DC 23); and 1/day—unholy aura (DC 27). The shadow angel casts these spells as a 15th-level caster. The save DCs are Charisma-based. Summon Devils (Sp): Once per day, a shadow angel can summon 3d4 akop and 1 erinyes or 1 shadow angel with a 60% chance of success. This ability is equivalent to a 7th-level spell. Unbound (Ex): Provided they can find the means, shadow angels can leave Hell and enter any non-Good plane without restriction. Normally, demons and devils must be summoned in order for them to leave the Lower Planes.

Soulsniffer

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 7d8+14 (45 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15 Base Attack/Grapple: +7/+10 Attack: Claw +10 melee (1d6+3) Full Attack: 2 claws +10 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Ghost bane, ghost touch, sneak attack +3d6, soulsuck, spell-like abilities Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, soulsniff, spell resistance 16, telepathy 100 ft.

Saves: Fort +7, Ref +10, Will +5 Abilities: Str 17, Dex 20, Con 14, Int 14, Wis 10, Cha 13 Skills: Balance +17, Climb +13, Escape Artist +15, Hide +15, Jump +5, Listen +12, Move Silently +15, Search +12, Spot +12, Tumble +15, Survival +10* (+12 following tracks), Use Rope +5 (+7 with bindings) Feats: Alertness, Combat Expertise, Improved Disarm, TrackB Environment: Hell Organization: Solitary or pack (2–5) Challenge Rating: 5 Treasure: None Alignment: Always lawful evil Advancement: 8–10 HD (Medium); 11–14 HD (Large) Level Adjustment: —

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Soulsniffers scour Hell’s nine circles and capture renegade souls for their diabolical lords. When souls first arrive in Hell, they are incorporeal and bewildered. Most of the time, before they can get their bearings and come to the realization that they are dead, they become larvae, the abused majority of Hell. Sometimes, though, a particularly powerful or canny soul avoids this transformation. These souls roam through Hell looking to escape, and sometimes they succeed. On rare occasions they return to the Material Plane as ghosts. The Lords of Hell, of course, cannot allow such impudence to stand. They maintain a specialized cadre of soulsniffers, devils that hunt down runaway souls and return them to Hell. On special occasions, a lord may even send soulsniffers to the Material Plane to bring back a particularly juicy soul. Due to their expertise at dealing with incorporeal targets, soulsniffers sometimes find themselves summoned to the Material Plane by mortal spellcasters as well.

Combat Soulsniffers are creatures of stealth. They prefer to track their foes in the shadows and then mount a surprise attack when the time is right. They make the most out of their sneak attack ability, especially when forced to fight mortal enemies. They are a nasty surprise for characters who like to avoid combat by becoming ethereal. A soulsniffer’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Ghost Bane (Su): Soulsniffers gain a +5 competence bonus to damage against incorporeal creatures. Ghost Touch (Su): Melee attacks by a soulsniffer deal damage normally against incorporeal opponents. (An incorporeal creature’s 50% chance to avoid damage does not apply to soulsniffers.) Sneak Attack (Ex): A soulsniffer can sneak attack (+3d6 damage) like a rogue. Soulsuck (Su): The round after a renegade soul has been reduced to 0 hit points, a soulsniffer can suck the soul down its throat as a full-round action. The soul remains trapped in the soulsniffer’s bowels until it is safely With a body suggestive of an emaciated, hairless ape, this Soulsniff (Su): A soulsniffer back in Hell, at which time the soul is pale creature has a toothless mouth and a cyclopean orifice can literally smell the souls of the regurgitated. A soulsniffer can carry instead of eyes and a nose. damned. This allows it to track souls six trapped souls at any one time. by scent, despite their incorporeal Should it be slain before returning to nature. The base DC for a fresh trail Hell, the swallowed souls escape. is 20. The ability otherwise follows the rules for the Track feat. Spell-like Abilities: At will—detect law; 3/day—color spray (DC 12), freedom of Skills: *The soulsniffer’s superior olfactory senses give it a +5 competence movement (self only); 1/day—polymorph (self only). Caster level 8th. The save bonus to all Survival checks made while tracking. DC is Charisma-based.

Spinder

Medium Outsider (Devil, Evil, Extraplanar, Lawful)

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Hit Dice: 5d8+10 (32 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 Base Attack/Grapple: +5/+6 Attack: Bite +6 melee (2d6+1 plus impregnating bite) Full Attack: Bite +6 melee (2d6+1 plus impregnating bite) and 2 claws +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Impregnating bite, improved grab, pounce Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 15, telepathy 100 ft. Saves: Fort +6, Ref +7, Will +3 Abilities: Str 13, Dex 16, Con 14, Int 6, Wis 8, Cha 6 Skills: Climb +9, Hide +11, Listen +7, Move Silently +11, Search +6, Spot +7, Survival –1 (+1 following tracks) Feats: Dodge, Improved Initiative

Environment: Hell Organization: Swarm (6–15) or mob (16–40) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 6–8 HD (Medium) Level Adjustment: — The well-equipped adventurer has little to fear from a single spinder, despite its jagged appearance. Unfortunately, the only time one of these ferocious creatures is found alone is when it’s dead. Spinders arrive in and disappear from the various levels of Hell much like a plague of vermin. They have little intelligence to speak of and dedicate most of their lives simply to propagating their line. This is more difficult than it sounds because spinders cannot gestate on their own but must impregnate other creatures by force. Because they aren’t much of a threat singly, spinders band together in groups of six or more to better accomplish this goal.

A spinder’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Impregnating Bite (Ex): This is the biggest reason to fear encountering a group of spinders. Upon engaging in combat, a spinder stimulates its reproductive glands (located in the throat) to begin secreting eggs. If it hits a living creature with its bite attack, it injects these eggs into the bloodstream of the victim. A bitten creature must succeed at a Fortitude save (DC 14) to reject the foreign bodies and thus avoid impregnation. The spinder eggs make their way through the victim’s bloodstream and attach themselves to the heart. The rhythm of the beating The other denizens of Hell react poorly to spinders and attempt to heart in combination with the warmth of the blood awakens the dormant exterminate any packs that arrive in the vicinity. This prejudice has made eggs; the larval spinders hatch out and immediately begin feeding. After an the spinders nomadic out of necessity. Similarly, they can survive for years hour a typical creature feels weakened by blood loss (–5 to all ability scores), without food, although they tend to and after 90 minutes most have eat in prodigious amounts if they trouble standing unaided (–10 to all have not fed for any substantial ability scores). If the victim has not This wolf-sized quadruped has grasshopper-like hind legs, a period of time. been diagnosed and successfully pincer mouth, and spines all over its back. Although these devils are only treated after 2 hours, the larval occasionally seen outside of Hell, spinders eat through the walls of there are at least two documented the heart, killing that creature. They instances of spinders let loose on the eat themselves out of their host’s Material Plane that destroyed entire cities. body within a day, at which time they are mature spinders. Only a remove disease spell can eliminate the infection. The save DC is Constitution-based.

Combat

Without their ability to get into and survive fights, spinders would have ceased to exist ages ago. In general they prefer to initiate combat only when they outnumber their foes at least two to one, but they attack anything if it has been a while since they have spawned or fed. Upon finding a suitable target, a group of spinders attempt to encircle their prey. They run forward on all fours with their heads down, relying on their spines to deflect any potential ranged attacks. Once they have their prey surrounded (or as close

Striga

Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 5d8+10 (32 hp) Initiative: +3 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +5/+8 Attack: Claw +8 melee (1d6+3 plus poison) Full Attack: 2 claws +8 melee (1d6+3 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Damage reduction 5/good or silver, devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, spell-like abilities, spell resistance 14, telepathy 100 ft., true seeing Saves: Fort +6, Ref +7, Will +5 Abilities: Str 16, Dex 17, Con 14, Int 11, Wis 12, Cha 13 Skills: Bluff +9, Diplomacy +5, Disguise +9 (+11 acting), Hide +11, Intimidate +3, Listen +9, Move Silently +11, Search +8, Sense Motive +9, Spot +9, Survival +1 (+3 following tracks) Feats: Blind-Fight, Dodge

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to this as they can get), they leap simultaneously, trying to knock the target down. If the spinders do not have the advantage of numbers, they leave one or more enemies free so that they can gang up on others. Spinders press their attack until they have killed or subdued their foes, unless there is danger of the entire pack being wiped out, in which case they beat a hasty retreat. If they have managed to impregnate one or more opponents, they break off at the first sign that a combat is going against them.

Improved Grab (Ex): To use this ability, the spinder must hit with both claw attacks. It can attempt a grapple as a free action without provoking an attack of opportunity. This attack is usually used as a prelude to an impregnating bite. The spinder sinks in its claws and attempts to pull the opponent within range of its jaws. It can make a bite attack against a held opponent each round it maintains the hold. Pounce (Ex): If a spinder charges a foe, it can make a full attack.

Environment: Hell Organization: Solitary or covey (2–5) Challenge Rating: 3 Treasure: Standard Alignment: Always lawful evil Advancement: 6–8 HD (Medium); 8–15 HD (Large) Level Adjustment: — Strigae (the plural of striga) are Submitters of Duchess Hadriel (see page 166). They are spies recruited from particularly devoted and ruthless members of the Shrieking Violet Society. Hadriel promises these women arcane secrets and tells them that they will see the world in a whole new way. Few decline such an honor. She creates the strigae herself, using a complicated ritual she tortured out of a powerful sorcerer. This process is incredibly painful for the inductee, who is both blinded and scalped. A new, magically grown sensory organ is then implanted in the back of the skull. When a new striga awakes, bereft of normal sight and with new-grown wings and claws, the shock is overwhelming. Many succumb to insanity, unable to

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This female humanoid has been scalped, and her eye sockets are empty. Her arms end in talons, and leathery wings extend from her back. adjust to their new way of seeing the world. Those who survive the ritual, though, discover that their new sensory organ is very powerful indeed. It allows them to see the essential nature of the people and things around them. With their special sensory abilities, strigae can provide impeccable intelligence for their duchess. They also sometimes lead groups of Submitters. Mortal members of the Shrieking Violet Society, many of whom aspire to such status themselves, treat strigae with awe. They whisper among themselves that strigae can sense a traitorous heart with only a glance of their sightless eyes. Strigae are normally found on the Material Plane, working for Hadriel. They use their polymorph ability to disguise themselves as humans, elves, or other humanoids.

Combat Individual strigae rarely stick around for extended combats. They are far more likely to take to the sky and return later with reinforcements. When numbers are on their side, strigae attack with their poisoned claws, attempting to gang up on and weaken their foes. A striga’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str. The save DC is Constitution-based. Spell-like Abilities: 3/day—invisibility (self only), polymorph (self only); 1/day—expeditious retreat, knock. Caster level 8th. True Seeing (Su): The sensory organ implanted in a striga’s skull gives her the benefits of the true seeing spell.

Vierhaander

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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Environment: Hell Organization: Solitary or team (2–4) Challenge Rating: 5 Treasure: None Alignment: Always lawful evil Advancement: 7–9 HD (Large); 10–13 HD (Huge) Level Adjustment: +4

Hit Dice: 6d8+12 (39 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +6/+15 In the higher strata of devil society, owning a vierhaander is a sign of Attack: Claw +6 melee (1d6+1) status. These gangly, leather-skinned creatures were bred to serve Hell’s Full Attack: 2 claws +6 melee (1d6+1) and bite +1 melee (1d8) nobility. Two hands were judged insufficient to accomplish this task, so the Space/Reach: 10 ft./15 ft. vierhaander has four. Special Attacks: Rack, spell-like abilities Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., For all their worth to their masters, vierhaanders are generally not devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, summoned forth except to impress other nobles. They serve in the infernal see in darkness, spell resistance 16, telepathy 100 ft. courts as jesters and whipping boys, a ready form of entertainment for the Saves: Fort +7, Ref +7, Will +5 jaded aristocracy of Hell. Over the centuries, the vierhaanders have lost Abilities: Str 12, Dex 15, Con 14, Int 13, Wis 11, Cha 15 most of their ability to speak, but they have gained something else: the Skills: Balance +13, Climb +10, Escape Artist +11, Hide +7, Jump +12, desire for freedom. Move Silently +11, Perform (comedy) +11, Sleight of Hand There are numerous barriers to this +11, Tumble +13, Use Rope +2 recently discovered need, not the Underneath a mass of unkempt hair, this gangly humanoid’s (+4 with bindings) least of which is the fact that their Feats: Combat Expertise, Improved numbers are scattered throughout face is wrinkled and pained, its mouth filled with snaggleteeth. Disarm, Improved GrappleB, Hell. Since their tasks only take up a It appears starved and has a pig tail. Its arms hang past its Improved Trip small fraction of their day, however, knees, and in place of feet, it has large gnarled hands. the vierhaanders have been slowly building up an underground network

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through which they can communicate. They know that they cannot hope to escape from their servitude by force, so a subtler way of attaining their goal is currently in discussion. Adventurers who are foolish enough to believe they can gain allies by advancing this cause, though, are likely to live only long enough to regret their error. Vierhaanders are seldom seen on the Material Plane. They are a valued commodity and are only given (or, more often the case, lent) to mortals who have committed truly nefarious deeds in service to Hell. A vierhaander uses such an opportunity to its advantage, trying either to escape or to kill its mortal master. If successful, it stays clear of mortal settlements and sticks to secluded wilderness areas where it is unlikely to be noticed.

Combat Despite their ungainly appearance, vierhaanders are quite nimble. They avoid conflict, preferring to use their spell-like abilities to gain enough time to escape. They are not allowed to carry weapons of their own, but if forced to fight they disarm opponents and use the liberated weapons against them. Vierhaanders’ other favored attack is the rack, a vicious grapple that tears enemies apart. A vierhaander’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Rack (Ex): If unable to disarm an opponent, a vierhaander attempts to start a grapple. If it gets a hold, the vierhaander drops onto its back and lifts its opponent into the air with all four hands. The following round, if it maintains the grapple, the vierhaander tries to tear its foe apart, automatically dealing 1d8 points of damage. The amount of damage dealt increases by 1d8 each round it maintains the hold (2d8 the second round, 3d8 the third round, and so on). Spell-like Abilities: 1/day—blur, cause fear (DC 13), gust of wind (DC 14), haste. Caster level 6th. The save DCs are Charisma-based.

Vuall Duke of Pleasure

Feats: Dodge, Improved Initiative, Persuasive, Power Attack, Weapon Focus (claw)

Large Outsider (Devil, Evil, Extraplanar, Lawful)

Environment: Hell Organization: Unique Hit Dice: 13d8+65 (123 hp) Challenge Rating: 15 Initiative: +8 Treasure: Standard goods; double coins; standard items Speed: 30 ft. (6 squares) Alignment: Lawful evil Armor Class: 28 (–1 size, +4 Dex, +15 natural), touch 13, flat-footed 24 Advancement: By character class Base Attack/Grapple: +13/+22 Level Adjustment: — Attack: Claw +18 melee (1d6+5) or spittleseed +16 ranged touch (3d4 acid) Vuall has power over sex and fertility, and he is popular among the barren Full Attack: 2 claws +18 melee (1d6+5) or spittleseed +16 ranged touch and those whose true loves do not share their affections. Courtesans (3d4 acid) worship the Duke of Pleasure to bolster their skills. Space/Reach: 10 ft./10 ft. Special Attacks: Exquisite touch, make barren, spell-like abilities, Spurned men send prayers to Hell to force adoration from the subjects of spittleseed, summon devils their irrational desires. The physically deformed look upon their pleasingly Special Qualities: Bestow Charisma, damage reduction 15/good and featured fellows with homicidal envy. Murderous prostitutes, pregnant with silver, darkvision 60 ft., devil traits, immunity to fire and poison, diabolical seed, slit the throats of satisfied clients while they’re sleeping, resistance to acid 10 and cold 10, see in darkness, spell resistance 28, collecting their blood in iron chalices to be quaffed in dark ceremonies. And telepathy 100 ft. nestled in the Oasis of Unbound Passion, in an arid desert on the first layer Saves: Fort +13, Ref +12, Will +11 of Hell, Vuall laughs. Abilities: Str 20, Dex 18, Con 20, Vuall is said to have written many Int 15, Wis 16, Cha 26 treatises on lovemaking, and his Skills: Bluff +26, Concentration +21, reputation as a lover spans the Standing 10 feet tall, this humanoid has the body of a wellDiplomacy +28, Disguise +8 (+10 planes. He is something of a patron acting), Forgery +18, Intimidate built man and the head of a camel. He wears only a loose“antisaint” among disreputable +28, Knowledge (arcana) +18, fitting skirt, his bare torso muscled and alluring. His hands, courtesans (both male and female), Knowledge (the planes) +18, Listen though clawed, nonetheless appear soft and nimble. who believe that the Duke of +19, Sense Motive +19, Spot +19, Pleasure can grant them erotic skill Survival +3 (+5 on other planes)

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Though Vuall understands the intricacies of infernal nobility, he considers himself politically independent (with a distaste for Beelzebub and his faction, whom he views as upstarts).

Combat Vuall prefers parley and seduction to battle, but he fights with ferocious vigor if threatened. When faced with obviously superior strength of arms, he takes to the air and barrages his enemies with powerful spell-like abilities. Vuall’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Exquisite Touch (Su): Vuall can make a melee touch attack to incapacitate an opponent. The touched creature must succeed at a Fortitude save (DC 24) or be flooded with pleasure so intense that the mind nearly shuts off and the body can do nothing but quiver. This effect lasts for 1 round, during which the victim is helpless. The save DC is Charisma-based. Make Barren (Su): As a ranged touch attack, Vuall may emit a ray of nullifying energy from his fingertips (range 200 feet). Anyone struck by this ray must succeed at a Fortitude save (DC 24) or be rendered incapable of producing offspring. This effect is permanent unless removed by a wish or miracle, or Vuall chooses to lift it. He can remove the effect at any time for any reason and can even make a barren person fertile, whether he was the cause of the infertility or not (though he is loath to do this out of charity). The save DC is Charisma-based. Spell-like Abilities: At will—animate dead, blasphemy (DC 25), charm person (DC 19), desecrate, detect good, detect magic, dispel magic, fly, greater teleport (self plus 50 pounds of objects only), hold person (DC 21), lightning bolt (DC 21), magic circle against good, major image (DC 21), mass eagle’s splendor, polymorph (self only), suggestion (DC 21), unhallow, unholy aura (DC 26), unholy blight (DC 22), veil (DC 24); 1/day—forcecage, prismatic spray (DC 25). Caster level 20th. The save DCs are Charisma-based. Spittleseed (Su): Vuall uses his own fertility as both weapon and tool. Once every 2 rounds, he can spit a glob of his diabolical seed up to 30 feet as a ranged touch attack. Anyone struck by this substance takes 3d4 points of acid damage; there is no splash damage. Unless somehow neutralized, the spittleseed continues to seep into the flesh, dealing 3d4 points of additional damage each round for 5 rounds, after which the liquid completely sinks into the opponent’s body. When this occurs, the opponent must succeed at a Fortitude save (DC 24) to avoid the corruption of his or her body. Otherwise, the next child sired by (if male) or born from (if female) that being will be a half-fiend (see MM for more information on half-fiends). The save DC is Charisma-based. Summon Devils (Sp): Three times per day Vuall can automatically summon three erinyes, bone devils, or barbezu, or one horned devil or ice devil. This ability is the equivalent of a 9th-level spell. and protection from the hazards of their profession. The devil is far from altruistic, however. Every fertilization he performs, every sensuous secret he whispers into the ear of a desperate whore, is calculated to bring him the most gain, in the form of either material wealth or contracts on the souls of his followers.

Whiptail

Small Outsider (Devil, Evil, Extraplanar, Lawful)

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Hit Dice: 2d8 (16 hp*) Initiative: +2 Speed: 10 ft. (2 squares), fly 50 ft. (good) Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +2/–2 Attack: Tail slap +5 melee (1d6 plus stun) Full Attack: Tail slap +5 melee (1d6 plus stun) and bite +0 melee (1d4) Space/Reach: 5ft./5 ft. Special Attacks: Stun

Bestow Charisma (Su): Vuall may bestow a boon upon a supplicant by kissing him or her on the forehead. This grants the one kissed a +6 enhancement bonus to Charisma. The effect lasts for 24 hours.

Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, of the flesh, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft. Saves: Fort +3, Ref +5, Will +2 Abilities: Str 10, Dex 14, Con 10, Int 7, Wis 8, Cha 10 Skills: Escape Artist +7, Hide +11, Listen +4, Move Silently +7, Search +3, Spot +4, Survival –1 (+1 following tracks) Feats: Flyby Attack, Weapon Finesse Environment: Hell Organization: Brood (2–5), swarm (5–20), or flight (20–40)

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Challenge Rating: 1 Treasure: None Alignment: Always lawful evil Advancement: 3–4 HD (Medium) Level Adjustment: —

the course of history, several kingdoms have fallen as a consequence of swarming whiptails.

Combat Whiptails are never found alone. Their greatest strength is numbers, which they exploit to the utmost. Their favored tactic is to stun opponents with their tails and then settle on them to feed. With their great maneuverability and their flyby attack, whiptails can small skeletal creature has bat wings, a mouth full of gang up on individual targets with needle-sharp teeth, and a long whip-like tail. ease.

Whiptails are a curious inhabitant of the Ninth Circle, with a very particular function. They are a kind of parasite, feeding on the dead flesh of the King of Hell.

This

At the very bottom of the pit of Hell lies the serpentine form of Asmodeus. The story of his fall has been lost in the mists of time, but fall he did. It is said that devils spring fully formed from his still-bleeding body, which stretches for miles. Asmodeus has never truly healed from his fall, and his blood continues to seep from a thousand wounds. Whiptails cluster around him, tearing off chunks of flesh with their teeth.

If Asmodeus notices the feasting, he gives no sign. When he shifts his colossal form, however, the sky blackens as thousands of whiptails take to the air. Perhaps once in a decade, Asmodeus feels the need to thin their ranks. At these times, he sends swarms of the creatures into various worlds in the Material Plane to sow destruction and discord. This is a one-way trip: The whiptails continue to plague these worlds until they are eradicated. In

A whiptail’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. *Of the Flesh (Ex): Whiptails eat a steady diet of Asmodeus’s flesh. Even the dead stuff is laden with his power, so all whiptails have maximum hit points. Stun (Ex): Whiptails, as their name indicates, are quite adept at using their bony tails in combat. They know how to lash opponents in just the right way to keep them off guard. Any opponent hit by a tail slap attack must succeed at a Fortitude save (DC 10) or be stunned for 1 round. The save DC is Strength-based.

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Chapter Nine: Infernal Prestige Classes The ravening jackals of Balan spread violence and terror in their dread lord’s name. A mountebank insinuates malice and temptation in the cause of her master, Jalie Squarefoot. At the heart of a rotting plague squats the envoy of Nergal, the plaguelord, delighting in the misery of disease. Balan’s jackal, the mountebank, and the plaguelord are new prestige classes built around service to a specific infernal lord. To pledge oneself to such a master entails special, terrible requirements. Each of these prestige classes

requires a specific initiation (detailed in its entry) and changes the character’s base type from humanoid to something different and foul: monstrous humanoid, outsider, or even vermin. The initiation process is horrific and taxing: It adds an inherent bonus to some ability scores but damages others. Because the process is so stressful, it is treated as an encounter with poison, requiring Fortitude saves against initial and secondary effects.

Balan’s Jackal

Once in a great while Balan (see page 147) chooses a singularly cruel follower to join his pack of wild beasts. The chosen, known as Balan’s jackals, must endure a terrible indoctrination before being accepted. As the jackal gains favor in Balan’s eyes, he becomes more powerful but eventually loses himself in bloodlust and savagery. Balan sends these brutes on errands through the Lower Planes and often chooses them for infernal hunts that extend into the Material Plane, where unlike his fiendish servants, they cannot be banished. Barbarians, fighters, ex-paladins, and rangers are most likely to come to Balan’s attention with their ferocity in combat. Evil clerics and druids are sometimes called but stand to lose more than they gain. Bards, rogues, sorcerers, and wizards almost never become Balan’s jackals. Hit Die: d12.

Requirements

To qualify to become Balan’s jackal, a character must fulfill all the following criteria. Race: Any humanoid. Alignment: Lawful evil. Base Attack Bonus: +10. Handle Animal: 5 ranks. Intimidate: 5 ranks. Feats: Alertness, Blind-Fight, Track. Special: The character must pass the initiation ritual known as “the Feast” (see below).

Class Skills

The Balan’s jackal class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier.

Class Features 196

All of the following are class features of the Balan’s jackal prestige class.

Weapon and Armor Proficiency Balan’s jackals are proficient with all simple and martial weapons, all types of armor, and shields (but not the tower shield).

Initiation (Su) To join Balan’s ranks, the prospective jackal takes part in an orgy of cannibalism and murder called “the Feast,” which climaxes with him opening his chest and consuming his own heart. The experience (assuming he survives it) turns him into a half-animal being, immensely strong but dumb and savage. A successful Concentration check (DC 18) is necessary to remove the beating heart and stay conscious while devouring it. An initiate who fails this check immediately dies. The Feast requires a huge spread of food and drugged wine, dozens of monstrous revelers, a menagerie of sacrifices, and a specially prepared knife. The total outlay runs to 10,000 gp. Balan must preside at the ritual, and he loses no XP. Closing the ceremony requires animal growth, baleful polymorph, and rage. Effects: Initial damage 1d6 permanent Int drain, secondary damage 1d6 permanent Cha drain; Fortitude half (DC 22). One day later the initiate gains a +4 inherent bonus to Strength, and his type changes to monstrous humanoid. He retains all special attacks and damage, special qualities, skills, and feats of the original creature and class. Permanent ability drain from the ritual cannot be cured by healing or spells (other than wish). Creatures who are immune to ability drain may not take part in the Feast.

Improved Natural Weapons (Su) The newly initiated jackal begins to grow razor-sharp claws. At 2nd level, they grant him two attacks that behave as magic weapons of +2 enhancement. Each claw deals 1d6 damage, with a x4 critical multiplier. These claws become more deadly as the jackal increases in level. At 4th level, they gain an extended threat range (19–20), as though they were keen magic weapons. At 6th level, the claws improve to an effective +3 enhancement bonus. At 8th level, the claws deal an additional 2d6 damage to good creatures, as though they were unholy weapons. At 10th level, the claws improve to an effective +4 enhancement bonus.

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Greater Rage (Ex) At 3rd level, Balan’s jackal may rage as an 11th-level barbarian once per day. He temporarily gains +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves, but suffers a –2 penalty to AC. If the character already has the rage ability, he gains an additional use per day, as greater rage.

Wild Shape (Sp) As Balan’s jackal becomes more bestial, he gains the ability to polymorph into an animal and back again once per day. At 5th level, he can take the form of any animal of size Small to Medium. In all other ways, this ability has all the same benefits and restrictions as the druid’s wild shape ability.

Wild Shape (Huge) (Su) At 7th level, Balan’s jackals can wild shape one additional time per day and may wild shape into a Large or Huge animal.

Beasts of the Field At 9th level, Balan’s jackal gains the supernatural ability to communicate telepathically with any aberration, animal, magical beast, or monstrous humanoid at will. He also gains the following Spell-like Abilities: at will—animal growth, cause fear, and charm monster; 1/day—summon nature’s ally VI. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level).

Master of the Hunt At 10th level, Balan’s jackal finally descends into pure savagery. He again suffers initial damage of 1d6 points of permanent Intelligence drain and secondary damage of 1d6 points of permanent Charisma drain; the Fortitude save DC is 25. One day later he gains an additional +2 inherent bonus to Strength, which stacks with the bonus granted by the initiation. He also gains the following spell-like abilities. •

The Hunt (Sp): Once per day, Balan’s jackal can attempt to summon 1d12 hell hounds or 1d6 hellcats with a 70% chance of success. The

Special Initiation Improved natural weapons Greater rage Improved natural weapons (keen) Wild shape (1/day) Improved natural weapon (+3) Wild shape (Huge) Improved natural weapon (unholy) Beasts of the field Improved natural weapons (+4), master of the hunt

summoned creatures have maximum hit points per Hit Die and are fanatically loyal to the summoner. •

Other Spell-like Abilities: 1/day—harm and righteous might. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level).

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Table 9-1: Balan’s Jackal

Epic Jackals

An epic Balan’s jackal is a true horror, a bane to all that lives and hold goodness in their hearts. Hit Die: d12. Skill Points at Each Additional Level: 2 + Int modifier. Bonus Feats: The epic Balan’s jackal gains a bonus feat every three levels higher than 10th (provided the character’s overall level is 20th or higher).

Sample Balan’s Jackal

Medium-Size Monstrous Humanoid (9th-Level Ranger/2ndLevel Jackal) Hit Dice: 2d8+4 plus 9d8+18 plus 2d12+4 (88 hp) Initiative: +1 Speed: 30 ft. Armor Class: 16 (+1 Dex, +2 deflection, +1 natural, +2 studded leather), touch 13, flatfooted 16 Base Attack/Grapple: +12/+17 Attack: Claw +17 melee (1d6+7/x4) Full Attack: 2 claws +17 melee (1d6+7/x4); or +1 battleaxe +16/ +11/ +6 melee (1d8+8/x3) and claw +15/+10 melee (1d6+3/x4); or +1 mighty composite (+2) shortbow +14/+9/+4 ranged (1d6+3/x3) Face/Reach: 5 ft. /5 ft. Special Attacks: Combat style (Two-Weapon Fighting), favored enemy (humans) (+4) and (elves) (+2), improved combat style (Improve TwoWeapon Fighting), improved natural weapons, spells Special Qualities: Animal companion, darkvision 60 ft., evasion, swift tracker, wild empathy (+9 ), woodland stride Saves: Fort +11, Ref +10, Will +3 Abilities: Str 21, Dex 12, Con 15, Int 6, Wis 11, Cha 6 Skills: Handle Animal +7 , Hide +10, Intimidate +5 , Listen +9, Ride +2, Spot +9, Survival +9

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Feats: Alertness, Blind-Fight, Cleave, Diehard, EnduranceB, Power Attack, TrackB Climate/Terrain: Any land and underground Organization: Solitary or tribe (1 Balan’s jackal, plus 20–200 gnolls plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and 6–10 dire lions; underground lairs also have 1–3 trolls) Challenge Rating: 12 Treasure: Double goods; double items Alignment: Lawful evil Advancement: By character class This example uses a 9th-level gnoll ranger as the base character.

Combat Favored Enemies: +4 bonus on all Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against humans, +2 bonus against elves. Improved Natural Weapons (Su): Balan’s Jackal can attack with its claws though they were magic weapons with a +2 enhancement bonus. Each claw deals quadruple damage on a successful critical hit. Spells: 1/day—longstrider

Wolf Animal Companion: CR —; Medium Animal; HD 4d8+8 (26 hp); Init +3; Spd 50 ft.; AC 17, touch 13, flatfooted 14; Base Atk +3; Grp +5; Atk +5 melee (1d6+2, bite); Full Atk +5 melee (1d6+2, bite); Space/Reach 5 ft. / 5 ft.; SA trip; SQ evasion, link, low-light vision, scent, share spells; SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +3 (+7 tracking by scent); Dodge, TrackB, Weapon Focus (bite). Tricks: Attack, Track (see Skills: Handle Animal in the PHB) Trip (Ex): A wolf that hits with its bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Magic Items Carried: +2 studded leather, +1 battleaxe, +1 mighty composite shortbow, 20 arrows, gloves of Dexterity +2, ring of protection +2, amulet of health +2, 2 potions of bull’s strength, 3 potions of cure serious wounds, potion of haste.

Mountebank

Jalie Squarefoot (see page 171) claimed his dukedom on the backs of dozens of betrayed allies and murdered friends. He respects nothing but cunning and malice, and he demands the same qualities from his servants. He offers his most promising minions contracts to pledge their souls to him in return for malefic power. Those who sign become even more duplicitous and cruel, serving as Jalie’s agents in Hell and on the Material Plane. As mountebanks advance in rank, they become more and more like their master. Only those willing to sacrifice everyone and everything receive Jalie’s favor, and under his attentions every kind of evil flowers. Likewise, only the ambitious make it past the first few levels, and these are most likely to attract their master’s suspicions. The expected life span of a 5th-level mountebank is extremely short. Evil bards, sorcerers, and wizards benefit the most from becoming a mountebank. With the spellcasting requirements of the class, and abilities that favor arcane magic, few others even consider taking it. Hit Die: d6.

Requirements

To qualify to become a mountebank, a character must fulfill all the following criteria. Race: Any humanoid. Alignment: Lawful evil. Bluff: 6 ranks. Sense Motive: 6 ranks. Feats: Leadership, Skill Focus (Bluff). Spellcasting: Ability to cast seven different Enchantment spells, one of which must be 4th level or higher. Special: The character must pass the initiation ritual, which involves signing a diabolical contract (see below).

Class Skills 198

Animal Companion: This character is accompanied by a wolf.

The mountebank’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha),

Escape Artist (Dex), Gather Information (Cha), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the mountebank prestige class.

Weapon and Armor Proficiency Mountebanks gain no proficiency in any weapon or armor.

Initiation (Su) Mortal followers of Jalie Squarefoot must sign over their souls in a blood oath, with the duke’s personal attendance at the ceremony. This experience makes the mountebank cunning but absent-minded, as if always thinking of some complex plan. The oath requires nothing but a drop of the initiate’s blood, used as ink to sign a contract drawn up by Jalie. Understanding the contract requires a successful Knowledge (arcana) check (DC 24). Failure results in a –2 penalty on the save against the ritual’s initial damage (see below). Jalie must oversee the ritual, and he loses no XP. Closing the ceremony requires dominate person, false vision, and geas/quest. Effects: Initial and secondary damage 1d3 permanent Wisdom drain; Will half (DC 18). One day later the mountebank gains a +2 inherent bonus to Intelligence and Charisma, and the creature’s type changes to outsider. The mountebank retains all special attacks and damage, special qualities, skills, and feats of the original creature and class. Permanent ability drain from the ritual cannot be cured by healing or spells (other than wish). Creatures who are immune to ability drain may not take the blood oath.

Class Level

Base Attack Bonus Fort Save

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+0 +1 +1 +2 +2 +3 +3 +4 +4 +5

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save

Will Save

Special

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Initiation

Spells per Day The mountebank continues training in magic after taking the blood oath. Each time a mountebank level is gained, the character gains new spells per day as though gaining a level in a spellcasting class she belonged to before taking the prestige class. No other benefits of that class level accrue, however (such as improved chance of controlling or rebuking undead, item creation feats, and so on).

Fiendish Servant (Ex) At 3rd level, the mountebank can call a bulugon, fiendish dire bear, hellcat, or soulsniffer to serve her. (See the MM for statistics on devils not in this book.) This creature gains a Hit Die with each additional mountebank level, to a maximum of +3 HD. Note that by advancing a creatures Hit Dice, you also increase the creature’s base attack bonus, base saving throws, skill points and number of feats. Consult the MM for details on advancing monsters. Empathic Link (Su): The mountebank has an empathic link with the servant out to a distance of one mile. She cannot see through the servant’s eyes, but they can communicate telepathically. Blood Bond (Ex): The servant gains a +2 morale bonus to all attacks, checks, and saves if it witnesses the mountebank being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Cunning Plan (Ex) The mountebank’s hellishly devious mind is always working out contingencies and odds. Starting at 5th level, once per day she can reroll any attack or damage roll, skill check, or saving throw, and keep the best result. However, the mountebank cannot apply this ability to reduce Wisdom drain suffered at 10th level (see below), by rerolling either the save or the amount of lost Wisdom.

Slippery as an Eel (Ex) On reaching 6th level, the mountebank gains limited spell resistance. She has SR (11 + mountebank levels) against any spell or effect that detects or prohibits lies (such as discern lies or zone of truth). She also gains the following Spell-like Abilities: at will—detect thoughts, locate object, and tongues; 1/day—dimension door, ethereal jaunt, and haste. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level).

Double-Cross (Ex) The mountebank has no compunction about using minions and allies as shields. Beginning at 8th level, whenever an attack would deal damage to the mountebank, she can attempt a Reflex save (DC 10 + damage dealt) to apply the damage to an ally within 5 feet of her instead.

Fiendish servant Cunning plan Slippery as an eel Double-cross Tempter

Spells per Day +1 level of +1 level of +1 level of +1 level of +1 level of +1 level of +1 level of +1 level of +1 level of +1 level of

existing class existing class existing class existing class existing class existing class existing class existing class existing class existing class

She also gains the following Spell-like Abilities: At will—displacement, improved invisibility, and major image; 1/day—dream and false vision. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level).

Tempter (Su) At 10th level, the mountebank belongs to Jalie, body and soul. She again suffers initial and secondary damage of 1d4 points of permanent Wisdom drain; the Will save DC is 18. One day later she gains an additional +1 inherent bonus to Intelligence and Charisma, which stacks with the bonuses granted by the initiation. She also gains the following abilities.

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Table 9-2: The Mountebank

Silver Tongue (Ex): The mountebank gains a +5 competence bonus on Bluff, Diplomacy, Gather Information, and Sense Motive checks. Spell-like Abilities At will—charm monster, confusion, crushing despair, and lesser geas; 1/day—dominate person, geas/quest, hold monster, and mass suggestion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level).

Epic Mountebank

An epic mountebank is a conniving fiend, an expert at making people dance on the strings of her lies. Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The mountebank’s caster level is equal to his class level plus any spellcasting levels acquired prior to advancing in this prestige class. The number spells per day does not increase after 10th. Bonus Feats: The epic mountebank gains a bonus feat every three levels higher than 10th (provided the character’s overall level is 20th or higher).

Sample Mountebank

This example uses a 10th-level human sorcerer as the base character.

Mountebank Medium-Size Outsider (Evil, Lawful) (10th-Level Sorcerer/3rd-Level Mountebank) Hit Dice: 10d4 plus 3d6 (40 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft. Armor Class: 19 (+2 Dex, +7 bracers of armor, +2 defending quarterstaff), touch 14, flatfooted 19 Base Attack/Grapple: +6/+6 Attack: +2 defending quarterstaff +8/+3 melee (1d6+2) Full Attack: +2 defending quarterstaff +8/+3 melee (1d6+2); or light crossbow +8 ranged (1d8/19-20) Face/Reach: 5 ft./5 ft.

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Volume 3: Legions of Hell

Special Attacks: Spells Special Qualities: Darkvision 60 ft., fiendish servant

Alignment: Lawful evil Advancement: By character class

Saves: Fort +4, Ref +6, Will +8 Abilities: Str 10, Dex 15, Con 10, Int 21, Wis 7, Cha 23 Skills: Bluff +24, Concentration +16, Diplomacy +20, Knowledge (local) +15, Sense Motive +14, Spellcraft +19 Feats: Improved Initiative, Leadership, Maximize Spell, Scribe Scroll, Skill Focus (Bluff), Spell Focus (Enchantment)

Combat

Climate/Terrain: Any land and underground Organization: Solitary, posse (1 mountebank, plus 3 2nd-level warriors, 1 3rd-level fighter bodyguard, and 1 4th-level sorcerer advisor), or mob (1 mountebank, plus 35 1st-level warriors, 3 2nd-level warriors, 1 3rd-level fighter bodyguard, and 1 4th-level sorcerer advisor). Challenge Rating: 13 Treasure: Double goods; double items

Fiendish Servant: This mountebank is accompanied by a hellcat (see MM for statistics). Magic Items Carried: +7 bracers of armor, +2 defending quarterstaff, cloak of Charisma +2, headband of intellect +2.

Plaguelord

Nergal, the Fetid Prince (see page 183), delights in the corruption and decay of living flesh, and to this end he sends out swarms of devils, rogue fiends, and the horrors known as plaguelords. These creatures were once mortals who have been transformed into insectoid monsters. The plaguelord excels as a messenger, spy, and assassin. Plaguelords are often called upon to break sieges and put down upstart nobles. Evil bards, monks, and rogues are most likely to take this class. Barbarians and rangers benefit from the increased Dexterity, but the loss of hit points is difficult to justify. Other classes rarely become plaguelords. Hit Die: d6.

Requirements To qualify to become a plaguelord, a character must fulfill all the following criteria.

Race: Any humanoid. Alignment: Lawful evil. Base Attack Bonus: +7. Hide: 6 ranks. Move Silently: 6 ranks. Feats: Combat Reflexes, Dodge, Run. Special: The character must pass the initiation ritual, which involves being consumed by hellish grubs (see below).

Class Skills

Weapon and Armor Proficiency Plaguelords are proficient with all simple weapons, plus the hand crossbow, net, repeating crossbow, spiked chain, and whip. They are proficient with light armor but not with shields.

Initiation (Su) To show his allegiance, the prospective plaguelord must first accept Nergal’s children—giant maggots that nest in his gut and consume him from the inside out. This awful sacrifice changes the initiate into a hideous fly-like creature. Nergal’s children aren’t picky about their food, and they are found in canals and ruins all over Hell. A score of devils transport the initiate to an infested area, drench him in fetid blood, and let the ravenous grubs do their work. No check is necessary. Nergal or his agents must oversee the ritual, losing no XP from it. Completing the ceremony requires baleful polymorph, horrid wilting, and unhallow. Effects: Initial and secondary damage 1d3 permanent Constitution drain; Fortitude half (DC 22). One day later the plaguelord gains a +4 inherent bonus to Dexterity, and his type changes to vermin. The plaguelord retains all special attacks and damage, special qualities, skills, and feats of the original creature and class. Unlike most vermin, plaguelords have normal Intelligence scores.

The plaguelord’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Permanent ability drain from the ritual cannot be cured by healing or spells (other than wish). Creatures who are immune to ability drain may not accept Nergal’s children.

Skill Points at Each Level: 4 + Int modifier.

Foul Spew (Ex)

Class Features 200

Spells: Sorcerer spells (13th-level caster) 6/8/8/7/7/7/5 per day: 0—arcane mark, daze, detect magic, flare, mage hand, open/close, prestidigitation, ray of frost, read magic; 1st—charm person, hypnotism, mage armor, magic missile, sleep; 2nd— hideous laughter, mirror image, protection from arrows, resist energy, summon monster II; 3rd— fireball, fly, hold person, lightning bolt; 4th—charm monster, confusion, crushing despair, phantasmal killer; 5th—dominate person, feeblemind, teleport; 6th—geas/quest, repulsion.

All of the following are class features of the plaguelord prestige class.

Starting at 2nd level, the plaguelord may spit acidic bile at an opponent within a range of 25 feet + 5 feet per plaguelord level. The acid attack otherwise behaves like acid arrow but deals damage for 5 rounds. Using this foul spew provokes an attack of opportunity. This ability can be used 3 times/day.

At 3rd level, a plaguelord can take advantage of an opponent’s misfortune. Once per round, he can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack does not count as his attack of opportunity for that round. In addition, the plaguelord can perform a coup de grace as a standard action instead of a full-round action.

Blowfly (Ex) At 5th level, the plaguelord sprouts large insect wings. He can fly at twice his normal speed (good maneuverability). He also gains Flyby Attack as a bonus feat.

Corrupter (Su) On reaching 6th level, the plaguelord becomes totally immune to disease, both natural and otherwise. He also gains the following Spell-like Abilities: at will—contagion (devil chills only) and stinking cloud; 1/day—unhallow. These abilities are as the spells cast by a 20th-level caster (save DC 10 + Cha modifier + spell level). See the DMG for a complete description of devil chills. Unlike normal diseases, the victim must make three successful Fortitude saves in a row to recover.

Dream Haunting (Su) At 8th level, plaguelords can visit the dreams of chaotic or evil individuals by undertaking a special ritual that makes them ethereal, then hovering over the creature. A plaguelord who invades someone’s dreams breathes in her face until morning. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, confronting and defeating the plaguelord.

The Legion At this final stage of putrefaction, the character is unrecognizable as ever having been humanoid. He again suffers initial and secondary damage of 1d3 points of permanent Constitution drain; the Fortitude save DC is 25. One day later he gains an additional +2 inherent bonus to Dexterity, which stacks with the bonuses granted by the initiation. He also gains the following Spell-like Abilities: 1/day—creeping doom, horrid wilting, and insect plague. These abilities are as the spells cast by a 20th-level caster (save DC 10 + Cha modifier + spell level).

Epic Plaguelord

An epic plaguelord is a foulness that exists solely to spread sickness and suffering. Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Bonus Feats: The epic plaguelord gains a bonus feat every two levels higher than 10th (provided the character’s overall level is 20th or higher).

Sample Plaguelord

This example uses a 10th-level goblin rogue as the base character.

Plaguelord Small Vermin (10th-Level Rogue/3rd-level Plaguelord) Hit Dice: 10d6–10 plus 3d6–3 (32 hp) Initiative: +5 (Dex) Speed: 30 ft. Base Attack/Grapple: +9/+4 Armor Class: 21 (+1 size, +5 Dex, +2 studded leather of silent moves), touch 16, flatfooted 21 Attack: +1 keen dagger +10 melee (1d3/17-20) Full Attack: +1 keen dagger +10/+5 melee (1d3/17-20); or small masterwork light crossbow +16 ranged (1d4/19-20) Face/Reach: 5 ft./5 ft. Special Attacks: Foul spew, gore-buzzard, sneak attack +5d6 Special Qualities: Improved evasion, trapfinding, trap sense +3, improved uncanny dodge, vermin traits Saves: Fort +3, Ref +15, Will +4 Abilities: Str 8, Dex 20, Con 9, Int 10, Wis 11, Cha 8 Skills: Balance +17, Disable Device +14, Hide +25, Jump +1, Listen +17, Move Silently +31, Read Lips +10, Search +10, Spot +18, Tumble +15 Feats: Alertness, Combat Reflexes, Dodge, Point Blank Shot, Run

Volume 3: Legions of Hell

Gore-Buzzard (Ex)

Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 13 Treasure: Standard Alignment: Lawful evil Advancement: By character class

Combat Foul Spew (Ex): Three times per day, the plaguelord may spit acidic bile at an opponent within a range of 40 feet. The acid attack otherwise behaves like acid arrow but deals damage for 5 rounds. Using this foul spew provokes an attack of opportunity. Gore-Buzzard (Ex): Once per round, the plaguelord can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack does not count as his attack of opportunity for that round. In addition, the plaguelord can perform a coup de grace as a standard action instead of a full-round action. Improved Uncanny Dodge (Ex): The plaguelord retains his Dexterity bonus to AC regardless of being caught flat-footed, and cannot be flanked except by a rogue of level 14 or higher. Vermin Traits: Immune to all mind-influencing effects; 60-foot darkvision. Magic Items Carried: +2 studded leather of silent moves, small masterwork light crossbow, 10 bolts, +1 small keen dagger, brooch of shielding, 2 dust of tracelessness, glove of storing, oil of slipperiness, 2 potions of hiding, 2 potions of sneaking, 2 potions of vision.

Table 9-3: The Plaguelord Class Level

Base Attack Bonus Bonus

Fort Save

Ref Save

Will Save

Special

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+0 +1 +2 +3 +3 +4 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Initiation Foul spew Gore-buzzard Blowfly Corrupter Dream haunting The legion

201

Appendices

Appendix One: Angelic Choirs and the Fallen Each Upper Plane has its own hierarchy (even the chaotic planes, though the particulars thereof are anyone’s guess). The following outlines in very simple terms the celestial hierarchy of the Seven Heavens, whose champions most

frequently clash with the fiends of the Abyss, Gehenna, and Hell—and most often fall prey to the temptations those fiends represent. Some of the more notorious Fallen are also listed here.

Angelic Choirs of the Seven Heavens

The celestial hierarchy is broken into three “choirs,” each comprising three orders. Each order numbers from fewer than a dozen to as many as tens of thousands of celestials (listed here in order of most to least influential). Statistics for the following creatures can be found in the MM or Green Ronin’s Avatar’s Handbook. Celestials from the Avatar’s Handbook are marked with an asterisk (*).

First Choir Seraphim The most powerful servants of the gods of Law and Good, seraphim are drawn from the ranks of the most trustworthy and powerful solars and arimrawthi* in the multiverse. They spend most of their time facing outer planar menaces, but when not striking against the rude and the wicked, they surround the heavenly thrones of the Lords of Good, intoning sacred prayers for all eternity. No one knows how many seraphim exist, but it is believed that their ranks number fewer than ten.

Cherubim Only slightly less powerful than the seraphim, the cherubim (composed mostly of planetars and choralia*) hold the combined knowledge of the Lords of Good. More numerous than their superiors, members of this order often act as the “right-hand celestials” of specific lawful good gods, in a sense acting as his or her conduit to other like-minded deities and their servants. Cherubim are often sent to the Material Plane on such important tasks as guarding sacred artifacts, aiding in the ascension of a saint, or announcing a new messiah.

Thrones 202

Thrones have a humanlike appearance, with golden skin and

gleaming metal armor. The lowest order of the most powerful choir, these archons nonetheless command considerable influence, for their duty is to exact the justice of the gods, both in Heaven and on the Material Plane. Though they are subject to the seraphim and cherubim, they also hold power over superiors who shirk their duties and devotion. Thrones rule the cities of the Seven Heavens, and as arbiters of celestial justice, they are the principal enemies of those who fall from the grace of the gods.

Second Choir Dominations Also known as dominions, lords, or lordships, this order is populated by archons who resemble beautiful winged humans with glowing eyes and, occasionally, animal heads. The lords act as intermediaries between the First Choir and the lesser celestials of the Seven Heavens. This leads some to classify them as messengers, but in fact they play an important role in regulating the activities of lesser archons and are tasked with “maintaining the celestial order.”

Virtues When mortals imagine a celestial, they often visualize the devas who make up the lion’s share of the order of virtues. The chivalrous valorums* are also members of this order. These celestials seldom appear in the Seven Heavens, instead acting as “field agents” for the gods, intervening in the affairs of pious mortals on the Material, Ethereal, Astral, and even Lower Planes.

Powers To the lowest order of the middle choir is entrusted the task of

maintaining the borders between the Seven Heavens and the other planes, including the Material Plane. The powers also are charged with guiding newly arrived lawful good souls to their rightful place in the afterlife. These archons never leave the Heavens but spend all of their days guarding the portals of the plane, constantly watching through divination those who would lay siege to the walls of righteousness. Perhaps unsurprisingly, more members of this order are listed among the Fallen than from any other.

No more than a handful of these extremely powerful beings exist, who have been raised out of the hierarchy by the gods themselves for inscrutable purposes. Archangels are solars, planetars, devas, or archons of the highest possible aptitude. Certainly more powerful than even some gods, these beings are respected throughout the Outer Planes. Stats for the Archangels Mika’il and Gabriel can be found in the Avatar’s Handbook and those of Archangel Raguel can be found in Book of the Righteous.

Aeons*

Principalities The principalities, sometimes called trumpet archons, are responsible for guiding the governments and religions of the material world (this they accomplish primarily through answering divinations, but also by the occasional personal appearance). They directly govern the bene elim, have limited jurisdiction over the lantern archons, and act as intercessors between Heaven and the Material Plane. They guide the souls of the resurrected and raised back to their bodies and occasionally act as messengers and heralds for members of superior orders visiting the Material Plane.

Bene Elim When the Lords of Good draw a particularly holy martyr to the Heavens, that being often skips the lower celestial forms and ascends directly to this order. Bene elim appear much as they did in life, save that they are surrounded by a calming luminescence and bear two pairs of feathery wings. The bene elim act as generals of the paladriel* hosts of Heaven in time of war. When all is at peace, they are the pastors and philosophers who preach to the lantern archons or visitors from the Material Plane. They seldom manifest beyond the Heavens unless brought to foreign ground by the tides of battle.

Ischim The lowest order of lawful good celestials, the ischim are sometimes called hound archons, as a canine head rests atop their powerful human bodies. Their duty is to extol the virtues of the gods and watch over the newly arrived lantern archons.

Other Celestials

Several groups of lawful good celestials stand outside the normal hierarchy. Here are a selection.

Ancient beyond reckoning, aeons are celestials of unknown origin. Some sages maintain that these creatures are the remnants of an older celestial order—one displaced or destroyed by the current Lords of Good. Others insist that they are simply byproducts of the multiverse’s creation. Whatever their origins, the aeons remain the most mysterious of the celestials. Each kind of aeon embodies and represents a virtuous ideal—loyalty, beauty, sacrifice, triumph, nature, or the like. Though they occasionally mingle with other celestials and good mortals, most aeons prefer to keep themselves apart from the affairs of the multiverse as much as possible.

Appendices

Third Choir

Archangels

The Hallowed* The hallowed are celestials especially created to lead creatures who have committed evil deeds back to the path of virtue. After the fall and punishment of the archangel Iblis (see page 169), the Lords of Good realized that mortals and celestials alike needed a path to redemption. Knowing that even the purest creatures are occasionally tempted to sin, the Lords of Good created the hallowed to notify creatures when they begin to stray form goodness, point out the folly of evil deeds, judge and sentence those who have transgressed, and provide a way to win back the favor of the Lords of Good.

Lantern Archons These are little more than newly arrived souls. Lanterns await the day when they will ascend to the lowest ranks of the heavenly orders as ischim.

The Libramar This is a group of seven archons, one of whom “rules” each layer of Heaven in the name of the Lords of Good. The Libramar hold more power than the thrones but answer to the seraphim and cherubim.

A Selection of Fallen Celestials in Hell

What follows is an incomplete summary of many of the important fallen celestials resident in Hell.

Stewards of the Primogenital Rebellion

Shortly after the Lords of Good achieved their position of prominence in the Upper Planes, they banded together in an act of creation that resulted in the birth of the first archons, a race of servitors made from the very stuff of goodness. These beings were arranged in a single great hierarchy shared even by contesting good deities and ruled by the most powerful of the new celestials. For eons, the archons served admirably and without fault. The Lords of Good, however, soon grew tired of their rigidity. The archons, they reasoned,

worshiped them because they were created to worship them, and hence were not an accurate representation of the value of good over evil. To prove this, the gods proposed a creature with complete self-will, limited by a terminal lifeline. The Lords presented this new creation to their servitor race and stated that henceforth the lawful celestials would serve these mortals as if they were gods. By this act, the Lords of Good introduced the sins of pride and envy to the archons. Iblis, a powerful seraph who had purged the Material Plane of a troublesome elder race of genies, felt betrayed in clearing the way for this new, flawed creation. He refused to serve the mortals and was cast from the Heavens to the depths of Hell. With Iblis fell one-third of the angelic host, thousands of celestials who, having lost the status of favored beings, turned their backs on the Lords of Good and succumbed to sin. This event, the Primogenital Rebellion, is seen by many as the birth of conflict in the Upper Planes. It certainly had repercussions in the lower realms.

203

The Samyasan Host

Appendices

Long ago, when humanity was in its earliest stages, the seraph Samyasa was tempted to bed with the sorceress Ishtahar, who wished the celestial to reveal to her the secret names of the Lords of Good. In the tumult that followed,

Samyasa encouraged many of his fellows to abandon the Heavens for the earthly pleasures of the Material Plane. In so doing, some 200 celestials fell victim to the sin of lust and were barred from returning forevermore. Many of the leaders of this divine revolt have been killed in the intervening years. What follows is a summary of those who still remain bound in Hell and barred from Heaven.

Table A1-1: Stewards of the Primogenital Rebellion Name

Former Status

Serves

Amitiel

Cherub

Beelzebub

Ariel

Throne

Belial

Beelzebub

Throne

Himself

Belial

Virtue

Himself

Bune

Principality

Asmodeus

Power

Moloch

Flauros Iblis

Power Archangel

Beelzebub Himself

Meresin

Ischim

Beelzebub

Moloch

Principality

Beelzebub

Murmur

Throne

Beelzebub

Paimon

Domination

Asmodeus

Rahbad

Seraph

Beelzebub

Name

Former Status

Serves

Notes Patron of conjurors, Amezyarak rules the Dolorous Aerie, a domain of dire, fiendish versions of otherwise extinct animals on the Seventh Circle. Teaches foul enchantments to wicked spellcasters. With Jeqon, tempted the celestials with images of lustful humans. Samyasa’s second–in-command, Chnum was first to consort with Ishtahar, and he burns with desire for her and jealousy of his master to this day. Exercises authority over lawyers. Bull-headed fornicator, arch-enemy of the ischim Bagdal. After the Fall, remained on the Material Plane to instruct the children of the Samyasan Host in the arts of war. Patron to the Order of the Seven Stars. One of the seven leaders of the Host, the charismatic Hakael still holds the loyalty of many of those he led into damnation. First Archon of Darkness. Arguably the most powerful of Samyasa’s converts, Iadalbaoth ruled the Order of Thrones at the time of his fall. With Azibeel, tempted the celestials with images of lustful humans. Ashamed of what he had done, Kasdaye attempted to murder the unborn sons of Samyasa, hence becoming the patron of abortion. Exercises some dominion over the stars. Very learned in astrology. Said to have taught mortals the art of writing to spread false wisdom denying the Lords of Good. Leader of the revolt after being tempted by the human Ishtahar to reveal the secret names of the Lords of Good. Fathered the abominations Hiwa and Hiya, who still plague the earth. A great ram-headed warrior associated with worship of the moon. Teaches forbidden knowledge useful in war. Angel of the Deep. Governs the great lakes of the Seventh Circle. The “Chief of Thunders.” One of the seven leaders under Samyasa, Urakbarameel denies he has fallen, marshalling forces of likewise deluded Fallen in the First Circle to battle the forces of Beelzebub, Iblis, and Samyasa. The Apostate, as he is known by others of his kind, hopes this will restore him to the good graces of his former patrons, but as he is cruel and prone to violence, every day brings him further from the Heavens

Carniveau

Notes Archon of Truth, he opposed the creation of mortality and now burns eternally for his rebellion. A great winged warrior with the head of a lion, Ariel once ruled the winds but now oversees the hideous tortures of the Fourth Hell. Lord of the Flies. Perhaps the most powerful of the Primogenital Stewards, he has risen from the lower ranks of the Fallen to dominate an entire Circle of Hell. Formerly tasked with exacting the vengeance of the Lords of Good, Belial now exacts vengeance by his own whims. Convinced many archons to abandon the Heavens, and hence is roundly hated by most of the Fallen. Patron of witches, the ghastly Carniveau often manifests at Black Sabbaths, tempting women with lusty promises of power. A leopard-formed Fallen, often consulted in divinations regarding the Primogenital Rebellion. Former ruler of the bene elim who refused to serve the first mortal and brought a third of all archons into perdition. Once a grand prince of the power of Air, Meresin now controls the violent lightning storms of the Seventh Circle of Hell. Formerly a patron of children, Moloch now welcomes the little ones only as sacrifices. He was once a great diabolical leader but now wanders the Seventh Circle as a servant of its wicked lord. Questions souls arriving on the Seventh Circle, ensuring their dedication to order and evil. Those found wanting are doomed to the Lake of Fire. Patron of science, Paimon grants transcendental secrets to those who appease her. She is served by her lovers, the diabolical Bebal and ABalan. Lord of the Lightless Seas and allied with evil water creatures. Thrown down when he refused to order the waters to recede to make way for the first mortals.

Table A1-2: The Samyasan Host Amezyarak

Bene elim

Samyasa

Armaros Azibeel Chnum

Power Power Bene elim

Iadalbaoth Samyasa Samyasa

Danjal Esdreel Gadreel

Principality Ischim Virtue

Urakbarameel Hakael Samyasa

Hakael

Cherub

Himself

Iadalbaoth

Throne

Himself

Jeqon Kasdaye

Power Principality

Samyasa Urakbarameel

Kochbiel Penemue

Throne Power

Hakael Iblis

Samyasa

Seraph

Himself

Archangel

Himself

Sariel

Tamiel Domination Urakbarameel Cherub

204

Beelzebub Himself

The unholy warrior works in the service of dark masters of depthless evil, ready to plunge his dagger into the heart of the innocent virgin, raze the homes of the poor, and cast his loved ones into the burning pyre of a collapsing church once dedicated to good. No sin is too far, no immoral act too distasteful. Each outrage is perpetrated with blasphemous zeal. The unholy warrior has no regard for mercy or weakness. He revels in sin, evil to

the core and dedicated to its cause. Most first met this champion of villainy in the Unholy Warrior’s Handbook, but this appendix incorporates the 3.5 rules revision to maximize this evil class’s usefulness as a villain or as a character in an evil campaign. While this appendix includes all the essentials of the class, the entirety of the Unholy Warrior’s Handbook obviously could not be repeated here.

Appendices

Appendix Two: Unholy Warriors The Unholy Warrior Class The willingness to spread evil, the will to adhere to the dark and foul goals of their dark masters, and the capacity to steel their hearts to the sobbing cries for mercy from the weak all combine to form the weapon that is the unholy warrior. Channeling foul energies granted by dark gods, demons, devils, daemons, or other wicked masters, when combined with their belief in the concept of absolute evil, these warriors may cast divine spells, regardless of the divinity or lack of divinity of their masters. Through this commitment to the unspeakable, to dismiss all compassion for love, justice, or purity, the unholy warrior stands as a great champion of darkness, an immutable beacon of hate threatening all that is pure and good in the lands.

Adventures

The unholy warrior undertakes adventuring for many of the same reasons as other classes. She seeks out wealth, conquest, and pride in her achievements. What makes her different, though, is in the choices of foes and the types of quests she seeks. Where holy warriors defend the virtues of their faiths, unholy warriors sow mayhem and woe. Instead of saving the brow-mopping mayor and his frontier town, she readily slaughters him before his people and drains the town’s coffers for her own pleasure. She kills for the joy of it, in ways making the most stalwart barbarian cringe. She adventures, but never for honor, integrity, or the benefit of others. She adventures for the reward to be taken from the unworthy.

Characteristics

Forces of evil empower these characters. Unholy warriors are offensive powerhouses championing the cause of wickedness. As leaders of the diabolic, they employ weapons and armor instilling fear in their foes both good and evil. They employ a wide array of savage techniques aimed at maiming their enemies and spreading the chill hand of fear among the good. Reinforcing their formidable combat skills are supernatural abilities determined by their own particular lord of darkness. These powers manifest themselves in the form of domains similar to clerical domains, except they provide distinct bonuses, feats, or unusual options for use in and out of combat. Each domain confers three tiers of abilities. Most abilities granted from these domains improve as the character grows in power, while others are front-ended, giving a quick reward with no long-term benefit. In addition to these powers, unholy warriors gain gifts of darkness, spells, and servants to complete their unholy arsenal. Unfortunately, evil masters are fickle. The unholy warrior must consistently prove his worth to his lord, through slaying entire villages or perhaps sacrificing powerful magic relics stolen from temples devoted to good deities. If an unholy warrior strays from the path of wickedness, his dark master withdraws its favor, letting another, more eager, sinner take the warrior’s place.

Alignment

Unholy warriors are evil without exception, though they can be lawful, neutral, or chaotic. If an unholy warrior serves a fiendish master, his alignment matches the fiend’s plane of origin. Demons employ chaotic evil champions, while daemons have neutral evil servants and devils lawful evil. Those unholy warriors espousing the heretical faiths of evil gods may have lawful or chaotic evil alignments within one step of their chosen faith.

Religion

If a power is evil, offering satiation for mortal desires and rewards for service, in all likelihood there is an unholy warrior in its service. Unlike other classes, unholy warriors uniformly uphold the particular edicts associated with whatever foul religion they follow. It does not matter if the power they represent originated from any of the fiends of the lower planes, or even a fallen god. Some might simply embrace a philosophy celebrating hedonistic vice. Others may simply commit to evil’s cause. If the philosophy, religion, or theory is evil, the unholy warrior may champion it.

Background

While some deviants may be destined to be unholy warriors, it is more the case that evil creates more evil. Through rigorous desensitization, indoctrination into the path of darkness, or sudden acts of violence against those people the character loves, these acts all chisel away the innate defenses against evil’s encroachment. The agents creating such brutes reward vile acts; they encourage action without thought of the consequences, and they abuse the unholy warrior candidate to instill traits of hatred, violence, and psychotic behavior. Some unholy mentors kidnap prospective warriors or even purchase them as slaves. In the worst instances, the master insinuates himself into a child’s home, having gained the youth’s trust as a parent, guardian, relative, or family friend, only to betray the child to wicked powers opposing good.

Races

Humans are ambitious, grasping creatures, making evil’s best servants. The promise of a quick reward in exchange for a life’s service is a trap all too many humans find themselves in. In addition, human avarice also finds itself in deviant half-elves and common half-orcs. Other races include drow, orcs, bugbears, duergar, and many more innately evil races. The other core PC races lack the innate corruption required to find this class appealing. Evil must seduce them, taint them, and slowly draw them into darkness’s embrace.

205

Appendices

Table A2-1: The Unholy Warrior Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Of all the core races, elves, halflings, and gnomes are the least likely to fall onto this path, holding life, good, and virtue as the highest ideals.

Other Classes

Unholy warriors categorize others into three distinct groups. The most obvious group is their prey. This category includes anyone they see as weak. Prey can include commoners, nobility, priests, clerics and other champions dedicated to good gods or philosophies, druids, rangers, paladins and other holy warriors, or just about anyone else standing in their way. Unholy warriors happily adventure with their enemies, but they always conceal their intentions. The next category consists of slaves. If the unholy warrior can exploit an individual, that person makes a good slave. Sometimes prey become slaves, but just about anyone weaker than the unholy warrior is a potential servant. Rogues, bards, and barbarians all make good pets for the unholy warrior — provided they are unquestionably obedient. The last category includes rivals. In a way, rivals are the closest thing unholy warriors have to allies. Evil clerics, druids and rangers, assassins, necromancers, death knights and blackguards all vie for the same powers. Unholy warriors prefer to work with a limited number of rivals, for treachery is all too common.

Role

The unholy warrior’s chief role in most evil groups is the melee combatant and leader. Unholy warriors make formidable necromancers, with their ability to rebuke and even repair undead. In good or neutral groups, the unholy warrior is the groups’ foil, perhaps working for redemption or through a temporary alliance wrought from a need to defeat a common enemy.

Game Rule Information Unholy warriors have the following game statistics.

Abilities 206

Charisma is the key ability for determining the power of many unholy warrior domain abilities, such as fearsome resolve and smite good, and a number of other domain powers and gifts of darkness. You need a Charisma score of

Special

1

2

Aura of evil, domains Disciple of darkness Apostle of darkness Rebuke undead Dark Ally Gift of darkness 1/week

— — — 0 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3

— — — — — — — 0 0 1 1 1 1 1 1 2 2 2 3 3

Gift of darkness 2/week Gift of darkness 3/week Gift of darkness 4/week Gift of darkness 5/week

Spells

3

4

— — — — — — — — — — 0 1 1 1 1 1 2 2 3 3

— — — — — — — — — — — — — 0 1 1 1 1 2 3

14 or higher to gain access to the most powerful unholy warrior spells, and a score of 11 or higher is required to cast any unholy warrior spells at all. Strength is also important for combat, followed closely by Constitution. Alignment: Any evil. Hit Dice: d10. Starting Gold: 5d4 x 10 gp. Abbreviation: UnW.

Class Skills The unholy warrior’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), and Ride (Dex). See Chapter 4: Skills in the PHB for skill descriptions. Specific unholy warrior orders (see the Unholy Warrior’s Handbook) may grant access to additional skills. GMs creating their own unholy orders should consider granting additional skills as appropriate to the unholy warrior’s patron. Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features All of the following are class features of the unholy warrior.

Weapon and Armor Proficiency Unholy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex) The power of an unholy warrior’s aura of evil (see detect evil) is equal to his unholy warrior level, just like the aura of a cleric of an evil deity.

Domains At 1st level, the unholy warrior is an initiate of darkness and may select two domains granted by the power she serves, and gain the first-tier abilities granted by each domain. Unlike clerical domains, these abilities are not enhanced spell lists and granted powers. Instead, they reflect the unholy warrior’s martial qualities, by granting extraordinary, spell-like, and

Table A2-2: Dark Ally Template Bonus HD

Natural Armor Adj.

Str Adj.

Int

Special

6th-7th 8th-10th 11th-14th 15th-20th

+2 +4 +6 +8

+4 +6 +8 +10

+1 +2 +3 +4

6 7 8 9

Improved Evasion Bonus feat Aura of corruption Spell resistance

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice. Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus. Str Adj.: Add this figure to the mount’s Strength score. Int: The mount’s Intelligence score. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Bonus Feat: The mount gains any bonus feat it qualifies for on the fighter’s list of bonus feats. Other feats may be available at the GM’s discretion. Improved Speed (Ex): The mount’s speed increases by 10 feet. Aura of Corruption (Su): Mounts with this ability project an aura of foul energy, forcing all animals within 30 feet to make a DC 15 Will save or be shaken for as long as they are in the area of effect and for 1d4 rounds after they leave the area. The dark ally cannot again affect animals that made or failed the save for 24 hours. Spell Resistance (Ex): A mount’s spell resistance equals its master’s unholy warrior level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

supernatural abilities. See pages 209-214 for details on the particular domains. Each domain offers three tiers of abilities. Default unholy warriors have access to the Corruption and Tyranny domains.

Disciple of Darkness At 2nd level, the unholy warrior gains the second tier of domain abilities, as described under the selected domains beginning on page 209.

Apostle of Darkness At 3rd level, the unholy warrior gains the third tier of domain abilities, as described under the selected domains beginning on page 209.

Rebuke Undead When the unholy warrior reaches 4th level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. Unholy warriors rebuke undead as a cleric of three levels lower. See Turn or Rebuke Undead in the PHB for more details on this ability.

Spells Beginning at 4th level, an unholy warrior gains the ability to cast a small number of divine spells, drawn from the unholy warrior spell list (see page 208). An unholy warrior must choose and prepare his spells in advance. To prepare or cast a spell, an unholy warrior must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an unholy warrior’s spell is 10 + the spell level + the unholy warrior’s Charisma modifier. Like other spellcasters, an unholy warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table A2-1: The Unholy Warrior. In addition, he receives bonus spells per day if he has a high Charisma score. When Table A2-1: The Unholy Warrior indicates the unholy warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The unholy warrior does not have access to any domain spells or granted powers, as a cleric does. An unholy warrior prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast an inflict spell in its place. An unholy warrior may prepare and cast any spell on the unholy warrior spell list, provided he can cast spells of that level, but he must choose which spells to prepare during his daily rituals.

Appendices

Unholy Warrior Level

Through 3rd level, an unholy warrior has no caster level. At 4th level and higher, his caster level is one-half his unholy warrior level.

Dark Ally At 5th level, the unholy warrior’s evil master grants a boon to his champion. Normally, this boon takes the form of a fiendish warhorse, but depending on the unholy warrior’s particular order, the mount may change. Furthermore, unholy warriors may wait to accept this boon until they feel they are worthy of it. The longer they wait, the more powerful the foul reward. Essentially, this delay in acquiring the special mount allows the unholy warrior to gain the services of a more powerful mount, as described in Chapter 6: Mounts and Minions in the Unholy Warrior’s Handbook. Depending on the fickle nature of the evil powers, the fiendish steed may be permanent or a creature that can be summoned once per day. Exceptional unholy warriors gain the service of their steeds indefinitely, without having to summon it from some nether region each day. Particularly nasty lords of evil may only allow the steed to serve the unholy warrior for finite stretches of time, requiring the unholy warrior to call the mount as a full-round action, once per day. In these instances, the steed remains for 2 hours per unholy warrior level. Should the mount die while on this plane, it immediately dissolves into a pool of dung and hair, leaving behind any equipment it carried. Regardless of whether the mount is summoned or permanent, an unholy warrior who loses his mount must wait 30 days and commit unspeakable acts to make reparations for losing the valuable steed. At the end of this time, either a new mount appears, or the unholy warrior regains the ability to summon a new steed as before.

Gift of Darkness (Sp) Beginning at 6th level, the unholy warrior gains a spell-like ability from his dark masters. At each level indicated on Table A2-1: Unholy Warriors, the character gains an extra use per week of his gift of darkness. Gifts of darkness vary depending on selected domains. The unholy warrior may only select one gift of darkness from those offered by the selected domains.

Forbidden Seven Although no universal code of conduct exists for unholy warriors, there are boundaries that none of these foul champions cross. They call these acts the Forbidden Seven, any act falling under the Seven Cardinal virtues: faith, hope, love, prudence, justice, fortitude, and temperance. It may be necessary to commit any one of the Forbidden Seven, especially with treachery in the heart. Despite the risks, the reward for betraying someone with whom

207

Alternate Starting Package 1

Appendices

Blackguards and Unholy Warriors

As human unholy warrior, except:

Comparing the blackguard prestige class to the unholy warrior, one might question what, if any, differences lay between the two concerning their use in a campaign. Blackguards focus on self-fulfillment and expansion, bowing to no patron or lord. They hold themselves above any other, exulting in their evil natures and capacity to spread discord. Unholy warriors, on the other hand, exist to serve some dark master, who himself may be a blackguard, or at least exhibit those qualities. While it is possible for a blackguard to serve an evil god, demon, or devil, it is not required. Unholy warriors derive their powers from specific sources of evil, lords who demand servility and obedience. Though a fine line exists between the two, they are distinct enough in their functions within the campaign.

you have built trust and rapport is much sweeter when the knife blade is unsuspected. If used for evil, any of the forbidden seven are viable options to corrupt and destroy the good, and thus are not instances where the dark master strips the unholy warrior of his powers.

Ex-Unholy Warriors An unholy warrior who ceases to be evil, who willfully commits a good act, or who grossly violates the Forbidden Seven loses all unholy warrior spells and abilities (including the service of the dark ally, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as an unholy warrior. Such ex-unholy warriors may be eligible for redemption. See Chapter Seven: the Fallen and Redeemed in the Unholy Warrior’s Handbook for details.

Multiclass Unholy Warriors Like a member of any other class, an unholy warrior may be a multiclass character, but multiclass unholy warriors face a special restriction. An unholy warrior who gains a level in any class other than unholy warrior may never again raise his unholy warrior level, though he retains all his unholy warrior abilities. Exceptions do exist. Unholy warriors may multiclass freely into the angel hunter*, assassin, blackguard, champion of the dark seven*, death knight**, knight of bedlam*, order’s tyrant*, and any prestige classes included in this book. Other prestige classes may be included, at the GMs discretion. *Unholy Warrior’s Handbook **Secret College of Necromancy

Armor: Scale mail (+4 AC, armor check penalty -4, speed 20 ft., 30 lb.). Weapons: Greataxe (1d12, crit x3, 20 lb., two-handed, slashing). Shortbow (1d6, crit x3, range inc. 60 ft., 2 lb., piercing) Skill Selection: Choose a number of skills equal to 3 + Int modifier. Ranks

Bluff Ride Intimidate Concentration Knowledge (religion) Knowledge (the planes)

208

4 4 4 4 4 4

Alternate Starting Package 2 As human unholy warrior, except: Race: Gnome or halfling. Armor: Speed 15 ft. Weapons: Small greataxe (1d10, crit x3, 6 lb., two-handed, slashing). Skill Selection: Choose a number of skills equal to 2 + Int modifier. Bonus Feat: None.

Unholy Warrior Spell List Spells marked with an “*” are detailed in the Unholy Warrior’s Handbook. All others are in the PHB.

1st-level Unholy Warrior Spells Bane. Enemies take –1 on attack rolls and saves against fear. Cause Fear. One creature of 5 HD or less flees for 1d4 rounds. Corrupt Weapon. See Blackguard in DMG for details. Disguise Self. Changes your appearance. Curse WaterM. Makes unholy water. Detect Poison. Detects poison in one creature or object. Detect Undead. Reveals undead within 60 ft. Divine Favor. You gain +1 per three levels on attack and damage rolls. Doom. One subject takes –2 on attack rolls, damage rolls, saves, and checks. *Ecstasy. Touch, deals 1d8 Wis damage, boosts your Cha 1d4/caster level (max +5). Endure Elements. Exist comfortably in hot or cold environments. Ghost Sound. Figment sounds. Inflict Light Wounds. Touch deals 1d8 damage +1/level (max +5). Magic Weapon. Weapon gains +1 bonus. Obscuring Mist. Fog surrounds you. Protection from Good. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Read Magic. Read scrolls and spellbooks. Spider Climb. Grants ability to walk on walls and ceilings. Summon Monster I. Calls extraplanar creature to fight for you.

2nd-level Unholy Warrior Spells

Human Unholy Warrior Starting Package Skill

Race: Dwarf, elf, half-elf, or half-orc. Skill Selection: Choose a number of skills equal to 2 + Int modifier. Bonus Feat: None.

Ability

Armor Check Penalty

Cha Dex Cha Con Int Int

— — — — — —

Feat: Power Attack. Bonus Feat: Cleave. Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, hooded lantern, 3 flasks of oil, flint and steel, wooden unholy symbol, quiver of 20 arrows, rope, hemp (50 ft.), and manacles. Gold: 4d4 gp.

Alter Self. Assume form of a similar creature. *Arnox’s Collar. As charm person, plus 1d4 Str, 1d4 Con, -1d6 Int, -1d6 Wis *Brixion’s Simpering Servant. Conjure a minor fiend to do your bidding. Bull’s Strength. Subject gains +4 to Str for 1 min./level. Darkness. 20-ft. radius of supernatural shadow. Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Eagle’s Splendor. Subject gains +4 to Cha for 1 min./level. *Expedite Poison. Poison’s secondary damage occurs in 1d4 rounds. Ghoul Touch. Paralyzes one subject, which exudes stench that makes those nearby sickened. *Hell’s Aura. +1 bonus/two levels to armor class (max +5). Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage (max +10). *Iniquitous Weapon. Weapon gains a +1 bonus and unholy. Pass Without Trace. One subject/level leaves no tracks. Resist Energy. Ignores 10 (or more) points of damage/attack from specified energy type. Summon Monster II. Calls extraplanar creature to fight for you. *Tempt. Target commits small sin. *Unbridled Lust. Target removes armor and clothing for 1d4 +1 minute per caster level (+5 max). Undetectable Alignment. Conceals alignment for 24 hours.

*Orgy of Tyrexxus. All within 20 ft. spread gain rage and attack at random. Summon Monster III. Calls extraplanar creature to fight for you.

Blindness/Deafness. Makes subject blinded or deafened. Contagion. Infects subject with chosen disease. Deeper Darkness. Object sheds supernatural shadow in 60-ft. radius. Deep Slumber. Puts 10 HD of creatures to sleep. Dispel Magic. Cancels spells and magical effects. *In’nassi’s Blessing. +10 to all Charisma-based checks for 1 round/level. Inflict Serious Wounds. Touch attack, 3d8+1/level damage (max +15). Invisibility. Subject is invisible for 1 min./level or until it attacks. Magic Circle against Good. As protection spells, but 10-ft. radius and 10 min./level Magic Weapon, Greater. +1 bonus/three levels (max +5). Misdirection. Misleads divinations for one creature or object. NondetectionM. Hides subject from divination, scrying.

4th-level Unholy Warrior Spells Dimension Door. Teleports you short distance. Dispel Good. +4 bonus against attacks. Enervation. Subject gains 1d4 negative energy levels. Fear. Subjects within cone flee for 1 round/level. Freedom of Movement. Subject moves normally despite impediments. Inflict Critical Wounds. Touch attack, 4d8 damage +1/level (max +20). Invisibility, Greater. As invisibility, but subject can attack and stay invisible. *Plague Ball. As contagion, but 20 ft. radius. Poison. Touch deals 1d10 Con damage, repeats in 1 min. Summon Monster IV. Calls extraplanar creature to fight for you. *Unholy Sword. Weapon becomes +5 and does double damage against good.

Domains

The strength of an unholy warrior comes from the powers granted by his dark master. Each patron offers a number of unholy warrior domains, from which the unholy warrior may select two. Each domain grants extraordinary, spell-like, or supernatural abilities gained at the 1st, 2nd, and 3rd levels taken in the class. Finally, each domain lists a possible gift of darkness. From his two domains, an unholy warrior may select one or the other gift of darkness, but not both. Gifts of darkness use the character levels in unholy warrior as the caster level, and Charisma for determining the spell’s DC. To create an “anti-paladin,” give the unholy warrior the Corruption and Tyranny domains. For his gift of darkness, use contagion. This is the default unholy warrior.

Air

2nd Level: Dark Blessing (Su) You apply your Charisma modifier (if positive) as a bonus on all saving throws. Multiple instances of this ability do not stack.

3rd Level: Dark Host (Ex) You gain immunity to all diseases, including supernatural and magical diseases.

Gift of Darkness Contagion once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Patrons: Decarabia, Pazuzu.

Darkness

1st Level: Rebuke Air (Su)

Patrons: Abaddon, Raum.

A light breeze scenting of death surrounds unholy warriors with the Air domain.

Rebuke or command creatures with the air subtype as an evil cleric rebukes undead. Use this ability a number of times per day equal to 1 + your Charisma modifier at 1st level. Every five levels thereafter, you gain an additional use of this ability (two at 5th, three at 10th, and so on).

2nd Level: Air Ken (Ex) You gain Auran as a free language and the Improved Initiative and Dodge feats, regardless of whether you meet the prerequisites.

3rd Level: Cold Resistance (Su) In a 24-hour period, you ignore an amount of cold damage equal to your level times your Charisma modifier. This resistance stacks with other forms of cold resistance.

Gift of Darkness Gaseous form once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Corruption

Unholy warriors with this domain have pale and drawn features. Patrons: Abraxus, Arachnadia, Asmodeus, Baal, Baphomet, Demogorgon, Eligor, Flauros, Gravicarius, In’nassi, Ipos, Mytaxx, Tyrexxus, Ulasta, Vaz’zht, Viasta, Yughooragh, Yungo, Zhar’Ub-Luur.

1st Level: Detect Good (Sp) At will, you can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Appendices

3rd-level Unholy Warrior Spells

Shadows darken at the approach of unholy warriors with this domain.

1st Level: Dismiss Light (Sp) Once per day, as a standard action, you may dismiss any natural light from torches or lanterns within 60 feet. If the light emanates from a magical source, you must make a level check just as if you had cast dispel magic. Every five levels thereafter, you gain an additional use of this ability (two at 5th, three at 10th, and so on).

2nd Level: Shadowhost (Su) Your mere presence dims all lighting within your line of sight. The bright radius remains unaffected, but the shadowy ranged is halved. For example, a torch brightly lights a 20-ft. radius area, and casts 40 ft. of area of shadowy light. With this ability, the range of shadowy light drops to 20 ft. In addition, if you have concealment, your miss chance increases by 10% to a maximum of 50%.

3rd Level: Champion of the Night (Ex) You gain the Blind-Fight feat as a bonus feat. If you already have the BlindFight feat, you may select another feat from the Unholy Warrior’s Handbook, whose prerequisites you meet.

Gift of Darkness Deeper darkness once per week, with additional uses as indicated on Table A21: Unholy Warriors.

Disease

Pestilential boils cover the genitals of an unholy warrior with this domain. Patrons: Azazel, Beelzebub, Marbas, Sabnach.

209

Appendices

1st Level: Pestilential Strike (Su)

2nd Level: Cloak of Envy (Su)

Once per day, you may make a pestilential strike with one normal melee attack. Add your Charisma bonus (if any) to your attack roll. On a successful hit, you deal an additional 1d4 points of damage that can be healed only by a remove disease spell. At 5th level, and every five levels thereafter, you may make an additional pestilential strike per day. Creatures immune to critical hits are immune to this ability.

Gain a +4 profane bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks when negotiating an exchange of goods, information, or services. You also gain Skill Focus (Gather Information) as a bonus feat.

2nd Level: Rotting Touch (Su)

Once per day, you unleash a 20-ft. spread of raw envy, jealousy, and greed. All living creatures within the area of effect must succeed at a Will save (DC equal to 10 + the unholy warrior’s level + the unholy warrior’s Charisma modifier) or become confused, as the spell, for 1 round per unholy warrior level.

Once per day, you may make a special full-attack with a weapon you wield, with only one attack regardless of level. If you successfully hit the target, you deal an additional 1d6 points of temporary Constitution damage. Creatures immune to critical hits are immune to this ability.

3rd Level: Instant Affliction (Su) You apply the Quicken Spell metamagic feat to contagion spells you cast, either through gift of darkness or your normal allotment of spells. The use of this metamagic feat does not increase the effective level of this spell. If you cannot yet cast contagion, you instead gain the ability to cast contagion once per week, until you can cast the spell normally, or you gain a gift of darkness that allows casting of contagion.

Gift of Darkness Contagion once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Earth

Unholy warriors with this domain smell of the grave. Patrons: Haagenti.

1st Level: Rebuke Earth (Su) Rebuke or command creatures with the earth subtype as an evil cleric rebukes undead. Use this ability a number of times per day equal to 1 + your Charisma modifier at 1st level. Every five levels thereafter, you gain an additional use of this ability (two at 5th, three at 10th, and so on).

2nd Level: Earth Ken (Su) You gain Terran as a free language. In addition, once per day, as a free action, for a number of rounds equal to your Charisma bonus (if any), you may improve your natural armor bonus by an amount equal to your levels in unholy warrior.

3rd Level: Damage Reduction (Su) As a free action, once per day, you gain damage reduction 2/adamantine and good for a number rounds equal to 3 + your total class level.

Gift of Darkness Spike stones once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Envy

Unholy warriors with this domain have an aura of falseness about them. Patrons: Beelzebub, Dispater, Ulasta.

1st Level: Discord’s Touch (Sp)

210

Once per day, you may make a touch attack with one normal melee attack against a living opponent. Add your Charisma bonus (if any) to your attack roll. On a successful hit, the subject must succeed at a Fortitude save (DC equals 10 + one-half your unholy warrior level + your Charisma modifier) or become overwhelmed with envy, attacking his nearest ally on the following round, for 1 round. At 5th level, and every five levels thereafter, you may make use discord’s touch one additional time per day.

3rd Level: Burst of Confusion (Sp)

Gift of Darkness Confusion once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Fire

Unholy warriors with this domain have hotter than normal body temperatures. Patrons: Asmodeus, Flauros.

1st Level: Rebuke Fire (Su) Rebuke or command creatures with the fire subtype as an evil cleric rebukes undead. Use this ability a number of times per day equal to 1 + your Charisma modifier at 1st-level. Every five levels thereafter, you gain an additional use of this ability (two at 5th, three at 10th, and so on).

2nd Level: Fire Ken (Su) You gain Ignan as a free language. Once per day, as a free action, you may sheathe your weapon with flames for one round. If you successfully hit the target, you deal an additional 1d6 + your Charisma modifier (if any) points of fire damage.

3rd Level: Fire Resistance (Su) In a 24-hour period, you ignore an amount of fire damage equal to your level times your Charisma modifier. This resistance stacks with other forms of fire resistance.

Gift of Darkness Fireball once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Gluttony

Unholy warriors with this domain are obese. Patrons: Behemoth, Leviathan, Lord of Many Forms, Orcus, Yungo.

1st Level: Wave of Hunger (Su) You may release a 30-ft. burst of foul energy, once per day as a standard action, forcing all living creatures within the area of effect to succeed at a Fortitude save (DC equals 10 + one-half your unholy warrior’s level + your Charisma modifier) or become overwhelmed with an insatiable hunger. Subjects so affected can do nothing else but feed for a number of rounds equal to 1d6 + the unholy warrior’s Charisma modifier. If there is no available food, the victim sets upon the dead, filth, dung, or anything remotely edible (even slimes). Victims will not eat inorganic material such as weaponry, rocks, or anything else similarly harmful. At 5th level, and every five levels thereafter, you may make use wave of hunger one additional time per day.

2nd Level: Serpents’ Senses (Ex) You gain the Scent ability. If you already have this ability, your effective range doubles. See the Glossary in the MM for details.

3rd Level: Power through Consumption

To gain the benefits of this ability, you must eat your victim alive. To do so, you must make a bite attack, ordinarily considered an unarmed attack provoking an attack of opportunity, unless the unholy warrior has a natural bite attack or Improved Unarmed Strike. A normal bite deals 1d2 points of damage, unless the unholy warrior has a normal bite attack (see the champion of the dark seven for an example in the Unholy Warrior’s Handbook). At any time, you can perform a coup de grace against a helpless opponent by using the normal rules in the PHB. Once the target is dead, it takes 1d6 – the target’s size bonus to AC + the unholy warrior’s size bonus to AC in minutes to consume the target (if the result is 0 minutes or less, 1 full-round action completes the consumption). For example, a Medium unholy warrior consumes a rat in 1d6–2 minutes (1d6 – 2 [rat’s size bonus] + 0 [unholy warrior’s size bonus]). Note that a rat only has 1/4 d8 Hit Dice, so the unholy warrior must eat four rats to gain a single SEU.

Hate

Unholy warriors with this domain have severe expressions and are prone to unpredictable outbursts of violence. Patrons: Socothbenoth.

1st Level: Loathsome Strike (Ex) Once per day, you may make a normal melee attack against a living opponent. Add your Charisma bonus (if any) to your attack roll. On a successful hit, in lieu of normal damage, you deal 1d8 points of temporary Charisma damage. Unlike smite good, you may use this ability at any time during the attack, before, during, or after the attack roll. At 5th level, and every five levels thereafter, you may make a loathsome strike one additional time per day.

2nd Level: Fearsome Resolve (Su) Once per day, whenever your hit points fall to 50% or less, you may attempt a Fortitude save (DC equals 10 + the Hit Dice or levels of the last opponent that struck you) to heal an amount of damage equal to 2d8 + your levels in unholy warrior + your Charisma modifier, as you gain a second wind, filled with hatred for your enemies.

You may gorge yourself, reducing the consumption time by half to a minimum of 1 round, but this carries the risk of choking. For each full minute you eat at a rapid pace, you must succeed at a Concentration check against a DC equal to 10 plus the number of Hit Dice you are trying to consume. If you fail, you begin to suffocate. Each round, you must succeed at a Fortitude save against the same Concentration DC +1 per round spent choking to clear the obstruction, but the meal is ruined. If you fail, you continue to suffer the effects of suffocation. See the DMG for rules on suffocation. Someone else may assist you in removing the obstruction, by making a DC 10 Dexterity check and giving you a +2 circumstance bonus to your Fortitude save.

3rd Level: Roaring Fury (Su)

Gift of Darkness

Horror

Poison once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Greed

Unholy warriors with this domain have shifty eyes and wiggling fingers. Patrons: Anarazel, Mammon, Mephistopheles, Mytaxx.

1st Level: Sneak Attack (Ex) You may make a sneak attack as a first level rogue, dealing +1d6 points of damage against eligible targets. This ability stacks with other class features providing sneak attack. At 5th level, and every five levels thereafter, the sneak attack damage increases by +1d6. See the rogue class in the PHB for details on this ability.

2nd Level: Cutpurse You gain Nimble Fingers and Skill Focus (Sleight of Hand) as bonus feats. In addition, you may also use Disable Device, Open Locks, and Sleight of Hand as untrained skills.

3rd Level: Driven

Appendices

You may devour the flesh of your enemies to obtain stored energy units (SEU) for later use. For every Hit Die of living flesh consumed, you gain 1 SEU, not to exceed your levels in unholy warrior. Any SEU gained in excess are lost. Furthermore, you retain these SEUs for 12 hours before you lose their power through the body’s natural functions. Thereafter, as a free action, you may trade in these energy units for a +1 profane bonus to any d20 roll such as saving throws, skill checks, attack rolls, and so on. There is no restriction on how many SEUs you can spend.

Once per day, as a move-equivalent action, you may emit a shriek so fierce it forces all living opponents within 30 ft. to succeed at a Will save (DC 10 + one-half your levels in unholy warrior + your Charisma modifier) or become panicked. This is a mind-affecting fear effect.

Gift of Darkness: Haste once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

A wild and unkempt appearance is common in unholy warriors with this domain. Patrons: Anarazel, Azidahaka, Belial, Raum.

1st Level: Dread (Su) Once per day, you may make a normal melee attack against a living opponent. Add your Charisma bonus (if any) to your attack roll. On a successful hit, in addition to normal damage, the target must succeed at a Will save (DC 10 + one-half your unholy warrior levels + your Charisma modifier) or they are confused as per the confusion spell for a number of rounds equal to your Charisma modifier (minimum of 1 round). At 5th level, and every five levels thereafter, you may make an additional dread attack per day.

2nd Level: Disturbing Visage (Ex) You are a paragon of fear and loathing, having witnessed unspeakable acts of cruelty and violence. As a result, you are immune to all forms of fear. In addition, you gain Persuasive and Skill Focus (Intimidate) as bonus feats.

3rd Level: Frightful Presence (Ex)

Once per day, as a free action, you gain a +4 profane bonus to your Dexterity and +5 ft. enhancement bonus to your land speed. These bonuses last for a number of rounds equal to your Charisma modifier (minimum of 1 round).

For a number of times equal to your Charisma modifier (minimum once per day), you are exceptionally frightening when you charge, forcing all opponents within 30 ft. to succeed at Will saves (DC 10 + one-half your unholy warrior levels + your Charisma modifier) or become frightened for 5d6 rounds. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. This is a mind-affecting fear effect.

Gift of Darkness

Gift of Darkness

Nondetection once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Phantasmal killer once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

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Lust

Unholy warriors with this domain are comely and seductive. Patrons: In’nassi, Lilith, Mammon, Nocticula, Socothbenoth.

Appendices

1st Level: Slave to Lust (Su) Once per day, you may make a melee touch attack against a living opponent. Add your Charisma bonus (if any) to your attack roll. On a successful hit, the target must succeed at a Will save (DC 10 + one-half your unholy warrior levels + your Charisma modifier) or they become overwhelmed by an insatiable need to have intimate physical contact with you for one round. Subjects so affected lose their Dexterity bonus to AC and are confused as per lesser confusion. At 5th level, and every five levels thereafter, you may make an additional slave to lust attack per day.

2nd Level: Object of Desire (Ex) You master the art of seduction, preying upon other people’s hidden lusts and capitalize on the promise of their manifestation. You gain a +4 profane bonus to improve the attitudes of creatures normally attracted to your gender. In addition, you gain Persuasive and Spell Focus (Enchantment) as bonus feats.

3rd Level: Allure (Su) Once per day, as a free action, you gain a +4 profane bonus to your Charisma and +1 profane bonus to all attack and damage rolls. These bonuses last for a number of rounds equal to your newly improved Charisma modifier (minimum of 1 round).

Gift of Darkness

Once per day, you may make a normal melee attack against a living opponent. Add your Charisma bonus (if any) to your attack roll. On a successful hit, in addition to normal damage, you force the subject to succeed at a Fortitude save (DC 10 + one-half your unholy warrior levels + your Charisma modifier) or they take nonlethal damage equal to your unholy warrior levels. At 5th level, and every five levels thereafter, you may make an additional attack of agony per day. Creatures immune to critical hits are immune to your attacks of agony.

2nd Level: Sadistic Strike (Ex) Within one combat per day, whenever you deal maximum damage with a melee attack, you experience a surge of pleasure, granting you a +5 ft. profane bonus to your land speed, a +1 profane bonus to your attack rolls, and a –1 penalty to your AC. Multiple instances of dealing maximum damage in the combat stack. For example, if you deal maximum damage three times in one combat, you gain a +15 ft. profane bonus to your land speed, a +3 profane bonus to attack rolls and a –3 penalty to your AC. The bonuses last until the end of the encounter.

3rd Level: Aura of Suffering (Su) You are immune to fear (magical or otherwise). All opponents within 10 ft. take 1 point of nonlethal damage per round they remain in the area of effect, as their flesh ripples painfully all over their bodies. Creatures immune to critical hits are immune to this ability.

Gift of Darkness

Charm monster once per week, with additional uses as indicated on Table A2-1.

Vampiric touch once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Magic

Pride

Unholy warriors with this domain have oddly colored eyes. Patrons: Abraxus, Haagenti, Nocticula.

1st Level: Read & Detect Magic (Sp) Once per day, you may cast read magic and detect magic simultaneously (as if one of the spells were enhanced by the Quickened Spell metamagic feat). At 5th level, and every five levels thereafter, you may gain an additional use of each of these spells per day.

2nd Level: Spell Resistance (Su) You gain spell resistance equal to your levels in unholy warrior +5. This resistance applies to just one school of magic selected when you gain this ability. Once you have chosen the school, you cannot change to another school. This spell resistance stacks with other spell resistance.

3rd Level: Aura of Antimagic (Su) Spells cast from good sources or from sacred items have difficulty affecting you. Whenever magic from an explicitly good source (such as sacred items or spells with the good descriptor, but not standard magic items in the hands of a good caster) is used against you, you may add your Charisma modifier to your saving throw. In addition, all allies targeted with these same effects within 10 ft. of you receive a +2 profane bonus to their saves. Magic items in the hands of a good caster are unaffected by this aura.

Gift of Darkness Dispel magic once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Pain

Unholy warriors with this domain have open oozing lacerations all over their bodies.

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1st Level: Attack of Agony (Su)

Patrons: Azidahaka, Belial, Demogorgon, Kostchtchie, Marbas, Shax.

Unholy warriors with this domain are immaculately dressed and very concerned about appearances. Patrons: Astaroth, Gravicarius, Mephistopheles, Seere, Zhar’Ub-Luur.

1st Level: Hamartia (Ex) Once per day, if you spend one round studying an opponent and succeed at a Concentration check (10 + the opponent’s Hit Dice or levels), you deduce his fatal flaw. Add your Charisma modifier to all of your attack and damage rolls against that opponent for the duration of the combat. At 5th level, and every five levels thereafter, you may make an additional use of this ability per day.

2nd Level: Self-Satisfied (Ex) Your belief in your self-worth makes you nearly impervious to mindaffecting spells and effects. You gain a +4 morale bonus to all saves against enchantment spells and effects, and whenever you are the target of such a spell, you may rebound the spell back to its caster. To reflect the spell, you must succeed at a Will save against the spell’s DC, including your +4 morale bonus. If you succeed, you affect the caster as if you had cast the spell yourself. At 10th level, you may rebound the spell to any opponent within 20 ft. of the original caster.

3rd Level: Confidence (Su) Your arrogance and self-love make it dangerous to target you with psionics or other mind-affecting spells and effects. Whenever you are targeted by a psionic attack, power, enchantment spell or effect, you create a backlash dealing 1d10 + your Charisma modifier points of damage to the original caster. In addition, the original caster must succeed at a Fortitude save (DC 10 + one-half your unholy warrior levels + your Charisma modifier) or fall asleep as per deep slumber.

Gift of Darkness Enthrall once per week, with additional uses as indicated on Table A2-1: Unholy Warriors.

Sloth

Slothful unholy warriors move slowly, with shuffling steps and sleep-rimmed eyes. Patrons: Behemoth, Sabnach, Viasta.

1st Level: Slowing Stab

2nd Level: Idleness You are so lazy, not even magic can make you do anything you do not want to do. You gain a +4 morale bonus to all saves against enchantment spells and effects, and whenever you are the target of such a spell, you may rebound the spell back to its caster. To reflect the spell, you must succeed at a Will save against the spell’s DC, including your +4 morale bonus. If you succeed, you affect the caster as if you had cast the spell yourself. At 10th level, you may rebound the spell to any opponent within 20 ft. of the original caster.

3rd Level: Slow Aura (Su) Your speed permanently slows as if you carried a heavy load, such that Medium creatures slow to 20 ft., while Small creatures slow to 15 ft. Heavy armor does not slow you further. In exchange for your reduced speed, all living creatures within 60 ft. take a –10 profane penalty to their land speed.

Gift of Darkness

Once per day, you may make a smite attack with one normal melee attack. Add your Charisma bonus (if any) to your attack roll. On a successful hit, you deal additional damage equal to your levels in unholy warrior. If you accidentally smite a creature that is not good, the smite has no effect but it is still used up. At 5th level, and every five levels thereafter, you may make an additional smite attack per day.

2nd Level: Ruinous Touch (Sp) Each day you can inflict an amount of damage equal to your Charisma bonus times your unholy warrior level. You may choose to divide this damage among multiple recipients, and you do not have to use it all at once. Ruinous touch is a melee touch attack. Alternatively, you can use this ability to cure your own damage or to repair undead.

3rd Level: Aura of Despair (Su) You radiate a malign aura causing all enemies within 10 feet to take a –2 penalty on all saving throws.

Gift of Darkness Unholy blight once per week, with additional uses as indicated on Table A2-1.

Undead

Unholy warriors with this domain appear sickly and cadaverous. Patrons: Abaddon, Gamigin, Orcus.

1st Level: Death Touch (Su)

These unholy warriors are the most dangerous. They appear like everyone else.

You may use a death touch once per day. Your death touch produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per unholy warrior level you possess. If the total at least equals the creature’s current hit points, it dies (no save). Your cleric levels, if any, stack with your unholy warrior levels for the purposes of this ability. Every five levels thereafter, you gain an additional use of this ability (two at 5th, three at 10th, and so on).

Patrons: Arachnadia, Asmodeus, Azazel, Decarabia, Dispater, Eligor, Ipos, Lilith, Seere, Shax.

2nd Level: Soulless (Su)

1st Level: Sneak Attack (Ex)

You gave your soul to your dark master, and now a malevolent force occupies your body. You cannot take negative energy levels, nor can you be turned into undead spawn if slain by an undead creature with the create spawn ability. Any time you are raised from the dead, regardless of the spell, you lose 1 point of Constitution, but you never lose a level. Undead see you as one of their own and do not attack you unless you first attack them. However, you are subject to turn and rebuke attempts as if you were undead.

Slow once per week, with additional uses as indicated on Table A2-1.

Treachery

You may make a sneak attack as a 1st-level rogue, dealing +1d6 points of damage against eligible targets. This ability stacks with other class features providing sneak attack. At 5th level, and every five levels thereafter, the sneak attack damage increases by +1d6. See the rogue class in the PHB for details on this ability.

2nd Level: Poison Use You are skilled in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade. If you already have poison use, you are now immune to poison.

3rd Level: Hide in Plain Sight You can use the Hide skill even while being observed. As long as you are within 10 ft. of some sort of shadow, you can hide yourself from view in the open without having anything to hide behind. You cannot hide in your own shadow.

Gift of Darkness Invisibility once per week, with additional uses as indicated on Table A2-1.

Tyranny

Unholy warriors with this domain are tall for their race, with powerful frames and severe features. Patrons: Astaroth, Baal, Gamigin, Gravicarius, In’nassi, Mytaxx, Tyrexxus, Ulasta, Viasta, Vaz’zht, Vepar, Yungo.

Appendices

Once per day, you may make a normal melee attack against a living opponent. Add your Charisma bonus (if any) to your attack roll. On a successful hit, in addition to normal damage, you reduce the subject’s land speed by 1d6 x 5 ft. for the duration of the combat. You cannot reduce an opponent’s speed to less than 5 ft. At 5th level, and every five levels thereafter, you may make an additional slowing stab per day. Creatures immune to critical hits are immune to this attack.

1st Level: Smite Good (Su)

3rd Level: Aura of Fear (Sp) All enemies within 10 ft. of you must succeed at a Will save (DC 10 + onehalf your unholy warrior levels + your Charisma modifier) or become shaken. This is a mind-affecting fear effect. If opponents succeed at their saving throws, they cannot again be affected by this power for 24 hours.

Gift of Darkness Animate dead once per week, with additional uses as indicated on Table A2-1.

Water

Unholy warriors with this domain have pale blue skin and white lips, appearing as if they had drowned. Patrons: Leviathan, Lord of Many Forms, Vepar.

1st Level: Rebuke Water (Su) Rebuke or command creatures with the water subtype as an evil cleric rebukes undead. At 1st level, use this ability a number of times per day equal to 1 +

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Appendices

your Charisma modifier. Every five levels thereafter, you gain an additional use of this ability (two at 5th, three at 10th, and so on).

1st Level: Rage (Ex)

2nd Level: Water Ken (Su)

You may enter a barbarian rage as described in the PHB. If you already had the rage ability, you may rage one additional time per day. Every five levels thereafter, you gain an additional use of this ability (two rages at 5th, three at 10th, and so on).

You gain Aquan as a free language and gain a profane bonus to your Swim skill equal to your Charisma modifier times your unholy warrior level. In addition, you never take an armor check penalty to your Swim checks. You may also breathe underwater once per day for a number of minutes equal to 3 + your Constitution modifier.

3rd Level: Acid Resistance (Su) In a 24-hour period, you ignore an amount of acid damage equal to your level times your Charisma modifier. This resistance stacks with other forms of acid resistance.

Gift of Darkness Control water once per week, with additional uses as indicated on Table A2-1.

Wrath

Wild and dangerous, unholy warriors with this domain are fearsome to behold. Patrons: Baphomet, Kostchtchie, Pazuzu, Tyrexxus, Yughooragh.

2nd Level: Fast (Ex) Your base land speed increases +5 ft. If you have fast move or some other similar class feature, this ability stacks.

3rd Level: Frenzy (Su) You are too angry to die, and may continue to fight until your negative hit points exceed your Constitution score. Hence, if you have a 13 Constitution, you can fight normally until you go lower than –13 hit points, at which point you die immediately. In addition, you gain the Diehard feat, even if you do not meet the prerequisites. If you already have Diehard, select another feat from the Unholy Warrior’s Handbook, but in this case, you must meet the prerequisites as normal.

Gift of Darkness Bull’s strength once per week, with additional uses as indicated on Table A2-1: Unholy Warrior.

Blood and Souls for My Dark Master The nature of unholy warrior is clear; he is a violent force of evil, personifying everything rotten in life. They exult in the sorrows of others. They live to murder, commit theft, inflict pain, bask in their perversities, and engage in all other vices available. They are the pawns of great and terrible agencies seeking to increase their hold on humanity. They ask their victims, “Who do you turn to when barbarians burn your temple, crucify your priests, and salt your fields?” Many of the righteous hold through suffering the gods proffer the ultimate reward. Yet, out of misery, many lost souls embrace their baser passions, turning to anger and hatred, envy and greed, tyranny or anarchy. It is from these fallen mortals the dark forces claim their champions. The most despicable, corrupt, and faithless mortals form the ranks of these unholy legions, in turn generating more shiftless sycophants, clinging to whatever power grants them reprieve from their suffering. The sections below explain the features of following the major sources of evil power. Where an entry lists a specific order of unholy knights, apply the changes to the basic class as presented in this appendix.

Worshipping Fiends

Each of the three Lower Planes represents a different facet of evil. Hell lies in accordance with law and tyranny, Gehenna neutrality and selfishness, and the Abyss with violence and chaos. Being yoked to an archfiend is a bit different from being in the service of an evil god. Outsiders rarely confer domains or spells to their servants, as they lack the divine component necessary to give a portion of their power. Yet many clerics of Beelzebub or other archfiends gain access to magic of a divine nature, just as clerics do in the service of their gods. This is possible because the worshipper believes so strongly in the particular aspect of evil he channels the raw divine energies by force of will alone. These forces replicate the domain abilities granted by gods and provide full access to the appropriate spell lists with normal restrictions. Hence, it requires great devotion to this belief to be able to derive any real or significant power. Worshipping devils, demons, or daemons is a thoroughly evil and blasphemous act. Doing so condemns a soul to the appropriate plane for all eternity. Redemption may be possible, but it is an arduous road indeed. For details on redeemed unholy warriors, see the Unholy Warrior’s Handbook.

Agents of Hell 214

Asmodeus oversees the activities of his regimental plane; he bestows titles of rulership onto nobles who have the strength to hold their positions, but also the guile to wrest territory from others. No infernal prince can grant spells in the traditional way, though their followers draw from a well of evil, perhaps raw negative energy itself, to fuel their magic.

Devils not ruling a layer do not generate their own unholy warriors. Instead, they typically have prestige classes, as in the case of Balan’s Jackals (see page 196). It is possible, though, for some minor archdevil to develop a cult. When and if this occurs, match the most fitting domains to the devilish portfolio. Unless otherwise mentioned, the title of an unholy warrior in service to an archdevil is always “servant.” Hence, unholy warriors dedicated to Mammon are Servants of Mammon.

Unholy Warrior: Servants The Order Nine discrete orders make up the Servants of Hell, one for each layer. The ember knights are the highest-ranking and most prominent members of the branches, benefiting from a present awareness of their primacy. The other orders vary in power and rank, determined by the position and rank of their individual master. Hence, if a coup occurs on the First Circle and Malgrin ousts Baal, the servants of Baal lose their abilities in favor of the up and coming servants of Malgrin. Servants of Hell act in secret, away from the crusading agents of the gods and the threat of the inquisition. Devilish masters are unforgiving and brutal, having high demands and readily sacrificing their troops. Only the most powerful of their unholy warriors have any value. Unholy warriors in service to devils do not exhibit much variation aside from minor cosmetic details. All servants have rigid and unbending devotion to their masters, recognizing the present hierarchy and value of ordered evil. To become a servant of Hell, the unholy warrior must undergo a particular ritual depending on the patron. See Chapter Five: Dark Masters in the Unholy Warrior’s Handbook for details on the particular rituals required for initiation. Regardless of the exact ritual, all are vicious and demeaning, eroding the individual will and inculcating a dependency on devils. Once established in the particular order, the servant moves through the world in the pursuit of conquest and tyranny.

Titles Orders of servants reflect the rankings of Asmodeus’ unholy warriors, as he is the master of this realm. Servants begin as squires, ascend to knights, and become grand knights upon achieving higher levels.

Additional Class Skills Servants of Hell gain the following additional class skills (and the key ability for each skill): Diplomacy (Cha) and Knowledge (nobility and royalty) (Int).

Domains The servant of hell gains access to the domains depending upon the particular patron as shown on Table A2-4.

Table A2-3: Servants of Hell Title Squire

Servants of Hell may select one of the recommended gifts of darkness listed under their domain features.

7 12

Knight Grand Knight

Spells

Table A2-4: Domains for Servants of Hell

Gift of Darkness

Servants of Hell receive no additional spells to the unholy warrior spell list for serving an archdevil.

Dark Ally Servants of Hell may call a fiendish warhorse at 5th level as other unholy warriors.

Conduct Unholy warriors dedicated to archdevils seek to corrupt more souls through careful negotiation and bargaining. While most do not have the supernatural ability to compel mortals to commit sin, they achieve their ends by imposing evil legal systems, thereby endorsing despicable behavior in the populace. When not seizing governments, servants of hell undergo quests, as do other adventurers, seeking to build the wealth and resources to achieve domination throughout the land.

Associates Servants of Hell consort with lesser devils and sometimes command lesser devils like lemures and imps. Some develop working relationships with fiendish red dragons, efreeti, and salamanders, as long as their goals coincide. Hobgoblins make up the bulk of their followers, though, as they are the most numerous and easiest to coerce.

Alignment Servants of Hell are always lawful evil.

Agents of the Abyss

As the Abyss is a frenetic and dangerous place, powerful demons do not rule, they dominate. A demon who dominates one or more layers is a demon prince. A powerful demon who occupies part of a layer is a demon lord. Only demon princes have unholy warriors. However, power is a brief thing in the Abyss, and so unholy warriors dedicated to one demon prince may serve three or four different ones in a lifetime. Each listed demon prince has unholy warriors as well, though their unholy warriors dare virtually identical to one another. This section offers the rudimentary details for generating unholy warriors dedicated to Abyssal powers.

Unholy Warrior: Abyssal Spawn The Order Hundreds upon hundreds of demon princes claim rule over the many layers of the Abyss. Each prince has unholy warriors in their service. Unlike those in the hands of the archdevils, these unholy warriors have no real control over who their master is. They undergo the ritual to become an unholy warrior to a particular layer instead of a demon prince. Thus, if the layer’s master changes, the abyssal spawn does not lose any powers or abilities. Demon princes use their abyssal spawn in a variety of ways, deploying them as troops to fight other demons, wage war against other layers, and fight against Gehenna, Hell, or Heaven. When on the Material Plane, abyssal spawn are tempests of destruction, leading armies of frothing berserkers to overthrow civilization, raze villages for no reason other than the sheer randomness of the act, or enter communities to embark on a killing spree. Abyssal spawn are like their masters: They fight each other just as they combat the forces of light.

Requirements Ritual of violation and damnation None None

Archdevil

Domains

Baal Dispater Mammon Belial Leviathan Lilith Beelzebub Mephistopheles

Corruption and Tyranny Envy and Treachery Greed and Lust Horror and Pain Gluttony and Water Lust and Treachery Disease and Envy Greed and Pride

Appendices

Minimum Unholy Warrior Level 1

To become an abyssal spawn, the initiate must burn the symbol of chaos into his flesh until the brand scorches bone. The symbol thereafter leaks pus and blood forever, reeking of disease and rot. In addition, the name of the demon prince who currently claims ownership over the unholy warrior appears on the spawn’s brow in Abyssal. Should the unholy warrior’s demon lord lose power to another, the name vanishes and the new demon prince’s name replaces it.

Titles Abyssal spawn have no titles. They live by their own might and die at the hands of the more powerful.

Additional Class Skills Abyssal spawn gain the following class skills (and the key ability for each): Listen (Wis) and Spot (Wis).

Domains An unholy warrior in the thrall of a demon prince gains access to domains depending upon the particular master, as shown on Table A2-5.

Gift of Darkness Abyssal spawn may select one of the recommended gifts of darkness listed under their domain features.

Spells These characters gain no additional spells to the unholy warrior spell list.

Dark Ally Abyssal spawn gain a fiendish warhorse at 5th level.

Conduct Worshipping demons demands the unholy warrior devote herself to her worst traits. She embraces her vices, acting on every perverted thought, no matter how evil or twisted. She may make no long-term alliances and no permanent deals. These unholy warriors steal, rape, and kill when they like. Abyssal spawn are the ultimate anarchists of the most evil variety. They are not to function by the laws of the land and are required to act impulsively, even stupidly.

Associates Abyssal spawn never have long-term relationships. They exploit, abuse, or kill their companions. For an abyssal spawn to work within a group, someone

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Appendices

Table A2-5: Domains for Abyssal Spawn Demon Prince

Domains

Abaddon Abraxus Anarazel Arachnadia Astaroth Azazel Azidahaka Baphomet Behemoth Decarabia Demogorgon Eligor Flauros Gamigin Haagenti Ipos Kostchtchie Lord of Many Forms Marbas Orcus Nocticula Pazuzu Raum Sabnach Seere Shax Socothbenoth Vaz’zht Vepar Yughooragh Zhar’Ub-Luur

Darkness and Undeath Corruption and Magic Greed and Horror Corruption and Treachery Pride and Tyranny Disease and Treachery Horror and Pain Corruption and Wrath Gluttony and Sloth Air and Treachery Corruption and Pain Corruption and Treachery Corruption and Fire Tyranny and Undead Earth and Magic Corruption and Treachery Pain and Wrath Gluttony and Water Disease and Pain Gluttony and Undeath Lust and Magic Air and Wrath Darkness and Horror Disease and Sloth Pride and Treachery Pain and Treachery Hate and Lust Corruption and Tyranny Tyranny and Water Corruption and Wrath Corruption and Pride

more powerful than he has to emerge as the dominate personality. Violence and pain are the only things these unholy warriors respond to, so the leader must be willing to dole out heaping spoonfuls of injury, just to curb the warrior’s sick impulses. Loyalty does not exist, and most interactions result in tragedy or fun (depending on the individual’s perspective).

Alignment Abyssal spawn are always chaotic evil.

Agents of Gehenna

Like others of the lower planes, Gehenna’s Exarchs have unholy warriors dedicated to their particular vices. Unholy warriors in the service of the Exarchs master one sin fully, where other unholy warriors dabble in many different aspects of evil. The ultimate example of Gehenna’s unholy warriors is the champion of the dark seven (see the Unholy Warrior’s Handbook), who epitomizes of all seven of the deadly sins. The Exarchs use their champions as currency, selling them to other demon lords or archdevil to serve in the perpetual struggle for dominance of evil. Thus, many of the fell warriors journey to Gehenna to make a name in sin. Those not working in the planes, wage wars, corrupt mortals and serve at the behest of their Exarch masters and the innumerable whisperers who exist to destroy all mortals.

Unholy Warrior: Slaves The Order 216

Unholy warriors who would serve the Exarchs must embrace their vice fully, without regret and without a flicker of conscience. The Exarchs’ unholy warriors vary in appearance and bearing, influenced as they are by their dark masters. Slaves to Tyrexxus are violent explosive types, shirking heavy armor

Table A2-6: Class Skills Master

Additional Class Skills/key ability for each)

Tyrexxus Ulasta In’nassi Viasta Yungo Mytaxx Gravicarius

Survival (Wis) Disguise (Cha) Sense Motive (Wis) None Knowledge (nature) (Int) Sleight of Hand (Dex) Any one Knowledge skill (Int)

in favor of mobility and agility. Slaves to In’nassi, too, avoid armor, preferring suggestive clothing, even going nude when it suits them. Mytaxx’s and Gravicarius’ unholy warriors opt for the heaviest armor for a variety of reasons. In the case of the former, armor is a symbol of wealth. In the later, they feel they deserve the best. The most horrific are the slaves to Yungo, who wear the skins of those they have devoured, whether they be man, beast or angel.

Titles There are no hierarchical titles for Gehenna’s unholy warriors. Instead, each slave is bound to a particular Exarch. Hence, an unholy warrior dedicated to gluttony is a Slave to Yungo.

Additional Class Skills In addition to the standard unholy warrior assortment of class skills, slaves gain the following class skills based upon their master or mistress as shown on Table A2-6.

Domains Gehenna’s unholy warriors start with access to the domains of Corruption and Tyranny. They may swap one of these two domains for any one of the following: Wrath, Envy, Lust, Sloth, Gluttony, Greed, or Pride. They serve the master of the domain selected. For example, Raexor chose Sloth in exchange for Tyranny. He now is a Slave to Viasta.

Gift of Darkness Slaves of Gehenna may select one of the recommended Gifts of Darkness listed under their domain features.

Spells Slaves to Gehenna gain no additional spells.

Dark Ally Slaves to Gehenna gain the standard fiendish warhorse at 5th level.

Conduct Slaves to Gehenna devote themselves to their Exarch fully. At every opportunity, they indulge their sins. A slave to Yungo eats as much as possible. A slave to In’nassi copulates whenever an opportunity presents itself, forcing situations when none is available. Exarchs forbid unholy warriors to show any form of restraint. They must sin as much as possible, whenever possible.

Associates Slaves are the most likely of all unholy warriors to be active in the adventuring world. Their example endorses sin, and their masters gain more power with moral failings. Certainly, some slaves are not appropriate for much group work. A slave to Mytaxx steals everything the party gains. A slave to Viasta is hard-pressed to move at all. In general, though, slaves to Gehenna are the best fit for standard adventuring parties, at least for a while

Alignment All slaves to Gehenna are neutral evil.

This appendix offers overviews and maps of two fiendish cities, courtesy of our friends at Enkwell Press. Byldgewater is located in Gehenna and Cacoëthes in the Abyss (for a sample infernal city, see Freetown in Green Ronin’s Hell in Freeport). Enwell is planning PDF products based on both of these cities. For more information, point your browser to www.enkwell.com.

Byldgewater

The town of Byldgewater in Gehenna is situated in a low-lying, fetid bog at the foot of a massive basalt hill commonly called “the Boil”. Defined, limited and protected by the effects of an exceedingly powerful and unique spell, Byldgewater is at once an area of relatively safe “neutral ground” on the lethal Circle of Wrath, as well as a strangely self-sustaining asylum of debauchery, misery, and for those few dubious and ingenious individuals, prosperity. Inhabited by every sort of outlaw, outcast, and adventurer imaginable, Byldgewater is an ideal jumping off point for explorers seeking to delve into the damned depths of Gehenna and its neighboring planes and a depraved haven for desperate souls fleeing from fiendish clutches.

Visitors to Byldgewater often find themselves situated at Urreck’s House O’ Charnel, a dilapidated edifice of self-indulgence that is one of the most nefarious bar-brothels on Gehenna. Urreck, a half-fiend/half-athach commands a staff of minor imps, daemons, and undead who make certain that the establishment’s themes of corruption and decadence never cease from drawing a surprising array of races from across the planes. Urreck’s signature drink, Rast Blasts, are alone said to be worth the trip to Byldgewater.

Appendices

Appendix Three: Fiendish Cities Byldgewater extends for roughly one quarter of a mile in all directions from the base of the Boil and is strictly divided into the Light and the Dark Quarters. These areas are defined by whether or not they are lit by a constantly churning river of lava as well as their level of affluence in the city. While nearly the entire town of Byldgewater offers delights of the more perverse natures, the more nefarious the business sought, the deeper into the Dark Quarter one has to travel to obtain it. Those that live within or enter into the bog-city find it difficult to restrain themselves from acting on their more perverse impulses. This then indebts them to those that control the supply of those dark pleasures: the mysterious Mire Lords. These Lords, in return, pay homage to Miith Marr, a rakshasa who masquerades as a lethargic and wealthy tiefling art collector. Despite his feigned interest in Byldgewater, Miith Marr rules it with an iron fist (and some say, the tacit approval

217

Appendices

of Tyrexxus). Luckily for the Byldgers these mysterious “leaders” rarely interfere with the ramshackle running of daily life so long as the status quo is maintained. The town is literally built upon the backs of its former tenants, as the dead are used as raw material for buildings, foundations, streets and walkways (called “corpsewalks”). The non-inhabited areas of the town are seething pits of morass blacker than a daemon’s maw but no less dangerous. It is this vile sludge that is the town’s namesake; many Byldgers whisper that the filth has a life of its own, snatching victims from the ruddy foggy and sating its unholy hunger. The adventure The Love of Art: Drawn to Gehenna takes place in Byldgewater. See the Enkwell site for details.

Byldgewater, small town* Population: 3,021 (integrated, 34% human, 20% planetouched, 8% elf, 8% halfling, 10% dwarf, 19% Other races); AL NE; * Due to Byldgewater’s unique characteristics, the town far exceeds the normal population limits for a “typical town”; while the spell that protects the town also limits its expansion, the population still grows.

Cacoëthes

Tucked away on the first layer of the Abyss squats an ulcerous, bizarre city known as Cacoëthes; many believe this city is ancient beyond reckoning—that it even predates the demons themselves, harkening back to the age of the Qlippoth. Some murmur that Cacoëthes was the greatest of the qlippoth’s genetic tinkering and that the city itself is some massive, slumbering, sentient creature, which continues its experimental tasks despite the fact that its creators have vanished from the Abyss. In a way, Cacoëthes resembles a gigantic squid-like creature with five tremendous, inwardly-curling towers along its perimeter and organic shapes and textures found throughout. Within those walls, the city is a chaotic tumble of twisting, spider-web streets,

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ramshackle buildings, shifting tent cities, along with a few grimly imposing structures. Cacoëthes is populated by an immense number of widely diverse creatures, each of which tends to congregate loosely into one of the cities’ six “wards”: the Sepulcher, the Soulorchard, the Slag, the Scar, the Shackle and the Scour. It is a well-known fact by the natives that the wards’ names and borders change with the succession of a new ruler, which only adds to the general miasma of complete chaos that clings to the city like a sickly sheen. Each of the city’s wards is dominated by a common philosophical outlook, which often opposes one or more of the other wards’ stances. These disparaging views cause chaotic turmoil and fierce infighting to constantly brew in Cacoëthes’ inhabitants—from the lowest street urchins to the highest ranks of nobility. Even though this “hostility” would be enough to spur most cities to declare martial law, it is accepted as the way of life amongst the citizens of Cacoëthes and is viewed as utterly ordinary. This city-wide anger and strife slowly builds until periodically the entire city erupts into a deadly chaotic melee. Whoever is left standing at the end of this city-wide clash gains the rule of the town for a time, and the chaos mysteriously ebbs back to its former, “tolerable” levels. The current “ruler” of Cacoëthes is an utterly insane darba by the name of Meies who actively promotes the ever-building friction in the city. Locals say that the “Lord of Cacoëthes” sees the discord as a “beautiful expression of individuality” and goads the leading ward cabals to lead the charge into battle. It is a sure bet that all who initially enter Cacoëthes will eventually find their way to The Flayed One, an inn which is (currently) located within the Scour. The inn is owned and operated by a huge construct-like skeletal creature, or rather, the inn is the creature. This thing, which is also called “The Flayed One”, is somehow able to house hundreds of individuals (or more) within extra dimensional spaces between its creaking bones.

Cacoëthes, large city Population: 15,498 (integrated, 37% other, 20% planetouched, 10% human, 10% half-orc, 8% elf, 5% dwarf, 5% gnome, 3% half-elf, 2% halfling); AL CE.

Venenézle (Daemon) Daeobelinus (Demon) Furtivin (Daemon) Hunger (Daemon) Knocker (Devil) Maodon (Daemon) Whiptail (Devil) Akop Bonedreg (Quadruped) Cranial Wretch (Devil) Herlekin (Devil) Mandragoras Morning’s Plague (Daemon) Unc (Daemon) Whore’s Curse (Demon) Bonedreg (Biped) Footman of the Company (Daemon) Hydraggon (Qlippoth) Ice Stalker (Devil) Spawn of Marbas Striga (Devil) Vessel of Orcus Vlogar (Daemon) Alrune (Demon) The Feasting Hellwarden (Devil) Inmai (Demon) Jageth (Daemon) Painshrieker Phlogiston Monitor Schir (Demon) Skulldugger Spinder (Devil) Abandoned Dream (Daemon) Bulugon (Devil) Exiled Sample Creature Jahi (Demon) Soulsniffer (Devil) Spawn of Draqolath (Daemon) Stygian Interloper Vierhaander (Devil) Calumnites (Daemon) Crausus (Daemon) Impregnator (Daemon) Jilaiya (Demon) Lieutenant of the Company (Daemon) Mutilâan (Daemon) Asakku (Devil) Chamagon (Devil) Evil Twin Sample Creature (Daemon) Gladiatrix (Devil) Hoarder (Daemon) Ograq (Daemon)

1/2 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7 7

Pain Mistress (Devil) Radiant Boy (Demon) Shoggti (Qlippoth) Darba Distender (Devil) Enveloper of the Innocent (Demon) Fair One (Daemon) Kere (Devil) Kok-Lir (Devil) Phl’taurian (Devil) Solesik (Demon) Spineseeker Vecrose (Daemon) Vespertiliac (Daemon) Warped One (Demon) Balan’s Huntsman (Devil) Enforcer of Dis (Devil) The Faceless (Devil) Harbinger of Vengeance (Daemon) Incubus (Demon) Kurgellis (Daemon) Mechtenaek (Devil) Orusula (Demon) Wuigart (Daemon) Abigor’s Steeds Confithish (Daemon) Darksphinx Locust Demon (Demon) Necro-Ripper Nyogoth (Qlippoth) Vilisemen Fleshtearer, Balan’s Mount Golem, Razorwire The Languishing (Daemon) Magugon (Devil) Oubliette (Devil) Paesod (Daemon) Balan’s Jackal Sample Character Chernobue (Qlippoth) Dömixtrie Impregnator Patriarch (Daemon) Lel, Marquise of the Night (Devil) Ashmede (Devil) Balan, Master of the Infernal Hunt (Devil) Eurynomus, the Corpse Eater (Demon) Harlequin (Demon) Mountebank Sample Character Paigoel Plaguelord Sample Character Zovarik (Daemon) Alastor (Demon) Captain of the Company (Daemon) Hadriel, Duchess of Domination (Devil)

Appendices

Appendix Four: Monsters Ranked by Challenge Rating 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 11 11 11 11 11 11 12 12 12 12 12 13 13 13 13 13 13 13 13 14 14 14

219

Appendices

Herensugue Faces of the Great (Daemon) Flabule (Daemon) Krotep, Pharaoh of Axor She (Daemon) Vuall, Duke of Pleasure (Devil) Fallen Trumpet Archon Naamah, Contessa of Duplicity (Fallen Astral Deva) Nekhet, Prophet of Set (Devil) Shadow Angel (Devil) Slumbering Valor Sample Creature (daemon) Abyssal Adult Red Dragon Dagon, Warden of the Stygian Depths (Devil) Malgrin, Duke of Unlife (Devil) Mother Igwyre (Daemon) Furcas, Duke of Rhetoric (Devil) Jalie Squarefoot, The Lich Fiend Nergal, the Fetid Prince (Devil) That Which Cannot Be (Daemon)

14 15 15 15 15 15 16 16 16 16 16 17 17 17 17 18 18 18 18

Vulcan Demolisher Abigor, Grand Duke of War (Devil) Malohin the Strangler (Demon) The Taker (Daemon) Ahrimanes (Fallen Planetar) Antaia, the Witch Queen (Devil) Merihim (Demon Lord) Rahu the Tormentor (Demon Lord) Soulkeeper (Demon) Philotanus the Seducer (Demon Lord) Shiggarreb (Qlippoth Lord) Bune, Duke of Eloquence (Fallen Trumpet Archon) Cresil the Impure (Demon Lord) Armageddon Beast U’ulgan (Daemon) Vashtuk Irecundia (Demon) Shogarr, Consumer of Souls (Devil) Iblis, Duke of Pride (Fallen Solar)

18 19 19 19 20 20 20 20 20 21 21 22 23 25 25 25 28 30 40

Appendix Five: Bibliography General Sources

220

The Complete Book of Devils and Demons

Do What Thou Wilt: A Life of Aleister Crowley

Leonard R.N. Ashley, 1996. Barricade Books; ISBN: 1569800774

Lawrence Sutin, 2000. St. Martin’s Press; ISBN: 0312252439

The Devil

Encyclopedia of Hell

Genevieve & Tom Morgan, 1996. Chronicle Books; ISBN: 081181176X

Miriam Van Scott, 1998. St. Martin’s Press; ISBN: 031218574X

The Devil: A Biography

The Encyclopedia of Middle Eastern Mythology & Religion

Peter Stanford, 1996. Henry Holt & Company, Inc.; ISBN: 0805030824

Jan Knappert, 1993. Element, Inc.; ISBN: 1852304278

Devils, Their Origins and History

An Encyclopedia of Occultism

J. Charles Wall, 1904, 1992. Studio Editions, London; ISBN 1851709509

Lewis Spence, 1996. Carol Publishing Group; ISBN: 0806514019

A Dictionary of Angels: Including the Fallen Angels

The Encyclopedia of Witches & Witchcraft (Second Edition)

Gustav Davidson, 1994. Free Press; ISBN: 002907052X

Rosemary Ellen Guiley, 1999. Checkmark Books; ISBN:081603849X

A Dictionary of Gods and Goddesses, Devils and Demons

The Hell-Fire Clubs: A History of Anti-Morality

Manfred Lurker, 1987. Routledge Kegan & Paul; ISBN: 0415039444

Geoffery Ashe, 2000. Sutton Publishing; ISBN: 0750924020

Dictionary of Witchcraft

The History of Hell

David Pickering, 1996. Cassel; ISBN: 0304350982

Alice K. Turner, 1995. Harvest Books; ISBN: 0156001373

Lemegeton: The Complete Lesser Key of Solomon

The Other Bible: Ancient Alternative Scriptures

Mitch Henson (Ed.), 1999. Metatron Books; ISBN: 0967279704

Willis Barnstone (Ed.), 1984. HarperSanFrancisco; ISBN: 0062500309

The Origin of Satan

Pseudomonarchia Daemonum

Elaine Pagels, 1996. Vintage Books; ISBN: 0679731180

Johann Weyer, 1584. Public Domain

Faces of Evil: The Fiends

Monster Manual

by Colin McComb, 1997. TSR; ISBN 0786906847

Gary Gygax, 1977. TSR; ISBN 0935696008

The Fires of Dis

Monster Manual II

Steve Perrin, 1995. TSR; ISBN: 0786901004

Gary Gygax, 1983. TSR; ISBN 0880380314

Guide to Hell

The Nine Hells, Parts 1 and 2

Chris Pramas, 1999 Wizards of the Coast; ISBN: 0786914319

Ed Greenwood Dragon Magazine, issues 75/76

Manual of the Planes

Planes of Law

by Jeff Grubb, 1987. TSR; ISBN 0880383992

Colin McComb and Wolfgang Baur, 1995. TSR; ISBN 0786900938

Appendices

AD&D Sources

Index A Abaddon 20 Abandoned Dream 86 Abigor, Grand Duke of War 142 Abigor’s Steeds 143 Abilities Thaumaturge 10 Unholy Warrior 206 Abraxas 21 Abyssal Dragon 37 Adventures Thaumaturge 9 Unholy Warrior 205 Aeons 203 Agents of Gehenna 216 Agents of Hell 214–215 Agents of the Abyss 215–216 Ahrimanes 87 Akop 144 Alastor 38 Alignment Thaumaturge 9 Unholy Warrior 205 Alrune 39 Anarazel 22 Angelic Choirs 202 Antaia, the Witch Queen 145 Arachnadia 35 Archangels 203

Armageddon Beast 40 Asakku 146 Ashmede 146 Asmodeus 140 Astaroth 22 Azazel 23 Azidahaka 24

B Baal 140 Background Thaumaturge 9 Unholy Warrior 205 Balan 147 Balan’s Huntsman 149 Balan’s Jackal 196, 196–198 Epic 197 Sample 197 Baphomet 35 Beelzebub 140 Behemoth 25 Belial 140 Bene Elim 203 Bonedreg 150 Bulugon 151 Bune, Duke of Eloquence 152 Byldgewater 217

C Cacoëthes 218 Calumnites 88 Captain of the Company 92 Chamagon 153 Characteristics Thaumaturge 9 Unholy Warrior 205 Chernobue 42 Cherubim 202 Class Features 206–208 Balan’s Jackal 196–198 Beasts of the Field 197 Greater Rage 197 Improved Natural Weapons 196 Initiation 196 Master of the Hunt 197 Weapon and Armor Proficiency 196 Wild Shape 197 Mountebank 198–200 Cunning Plan 199 Double-Cross 199 Fiendish Servant 199 Initiation 198 Slippery as an Eel 199 Spell-like Abilities 199 Spells per Day 199 Tempter 199 Weapon and Armor Proficiency 198

221

Appendices

Index Plaguelord 200–201 Blowfly 201 Corrupter 201 Dream Haunting 201 Foul Spew 200 Gore-Buzzard 201 Initiation 200 The Legion 201 Weapon and Armor Proficiency 200 Thaumaturge 10–12 Bonus Language 11 Chaotic, Evil, Good, and Lawful Spells 11 Corruptions 12 Demonic Patrons, Domains, and Domain Spells 11 Familiar 12 Instant Summons 12 Soulbound 11 Spells 11 Weapon and Armor Proficiency 10 Unholy Warrior Apostle of Darkness 207 Aura of Evil 206 Dark Ally 207 Disciple of Darkness 207 Domains 206 Forbidden Seven 207 Gift of Darkness 207 Rebuke Undead 207 Spells 207 Weapon and Armor Proficiency 206 Class Skills Balan’s Jackal 196 Mountebank 198 Plaguelord 200 Thaumaturge 10 Unholy Warrior 206 Companions of Malice 89 Confithish 93 Corruptions 14–15 Greater 15 Lesser 14 Cranial Wretch 154 Crausus 94 Cresil the Impure 43

D

222

Daeobelinus 44 Dagon, Warden of the Stygian Depths 155 Darba 45 Darksphinx 156 Decarabia 25 Demogorgon 35 Demonic Patrons Thaumaturge 11 Diseases 19, 136, 184 Dispater 140 Distender 157 Domains 16–17, 209–214 Air 209 Catastrophe 16 Change 16 Corruption 209

Crippling 16 Darkness 209 Disease 17, 209 Earth 210 Eloquence 17 Envy 210 Fear 17 Fire 210 Gluttony 210 Greed 211 Hate 211 Horror 211 Lust 212 Magic 212 Pain 17, 212 Pleasure 17 Pride 212 Prophecy 17 Sloth 213 Subterfuge 17 Treachery 213 Tyranny 213 Undead 213 Water 213 Wrath 214 Dominations 202 Dömixtrie 95 Dragon, Abyssal. See Abyssal Dragon

E Eligor 26 Enforcer of Dis 158 Enveloper of the Innocent 46 Eurynomus, the Corpse Eater 47 Evil Twin Template 96 Exiled 159

F Faces of the Great 98 Fair One 99 Falchion of Gian ben Gian 170 Fallen Celestial 161 Feasting, The 100 Feats Abyssal Familiar 15 Adept Summoner 15 Influence Chaos Warp 16 Master Chaos Warp 16 Master Summoner 16 Flabule 101 Flauros 27 Footmen of the Company 90 Furcas, Duke of Rhetoric 164 Furtivin 102

G Gamigin 27 Gladiatrix 165

Glomeray 103 Golem, Razorwire 48 Gravicarius 84

H Haagenti 28 Hadriel, Duchess of Domination 166 Hallowed 203 Handscythe 186 Hand Wrappings 153 Harbinger of Vengeance 104 Harlequin 49 Hellwarden 167 Herensugue 50 Herlekin 168 Hoarder 105 Hunger 106 Huntsman’s Horn 149 Hydraggon 51

I Iblis, Duke of Pride 169 Ice Stalker 170 Impregnator 107 Impregnator Patriarch 108 In’nassi 84 Incubus 52 Inmai 53 Ipos 29 Irecundia 54 Ischim 203

J Jageth 109 Jahi 55 Jalie Squarefoot, The Lich Fiend 171 Jilaiya 56

K Kere 173 Knocker 173 Kok-Lir 174 Kostchtchie 35 Krotep 175 Kurgellis 110

L Lantern Archons 203 Lel, Marquise of the Night 176 Leviathan 140 Libramar 203 Lich’s Phylactery 172 Lieutenant of the Company 91 Lilith 140

Index M Magugon 177 Malgrin, Duke of Unlife 178 Malohin the Strangler 58 Mammon 140 Mandragoras 59 Maodon 112 Marbas 30 Mechtenaek 179 Mephistopheles 140 Merihim 60 Morning’s Plague 113 Mother Igwyre 114 Mountebank 198–200 Epic 199 Sample 199–200 Mutilâan 115 Mytaxx 84

N Naamah, Contessa of Duplicity 180 Necro-Ripper 117 Nekhet, Prophet of Set 182 Nergal, the Fetid Prince 183 Nocticula 30 Nyogoth 61

O Ograq 118 Orcus 35 Orusula 62 Other Classes Thaumaturge 10 Unholy Warrior 206 Oubliette 184

P Paesod 119 Paigoel 63 Painshrieker 186 Pain Mistress 185 Pazuzu 35 Philotanus the Seducer 64 Phl’taurian 187 Phlogiston Monitor 188 Plaguelord 200, 200–201 Epic 201 Sample 201 Powers 202 Principalities 203 Prophet’s Staff, The 183

R Races Thaumaturge 10 Unholy Warrior 205 Radiant Boy 65 Rahu the Tormentor 66 Raptu. See Whore’s Curse Raum 31 Religion Thaumaturge 9 Unholy Warrior 205 Requirements Balan’s Jackal 196 Mountebank 198 Plaguelord 200 River Styx 76

S Sabnach 32 Samyasan Host 204 Schir 67 Seere 33 Seraphim 202 Shadow Angel 188 Shax 33 She 120 Shiggarreb 68 Shogarr, Consumer of Soul 121 Shoggti 69 Skulldugger 70 Slumbering Valor 122 Socothbenoth 34 Solesik 71 Soulkeeper 72 Soulsniffer 189 Spawn of Draqolath 124 Spawn of Marbas 73 Spells 18–19 Bind Inmai 54 Dangerpeek 18 Ecstasy 18 Femurburst 18 Fit of Coughing 18 Fleshy Blight 18 Greater Contagion 19 Itchy Hives 19 Phantasmal Lover 19 Phantasmal Orgy 19 Spinder 190 Spineseeker 74 Stewards of the Primogenital Rebellion 203 Striga 191 Stygian Interloper 75

T Taker, The 125 Taskmaster, Krotep’s Whip 176 That Which Cannot Be 126

Thaumaturge 9–15 Archetypes 13 Epic 13 Ex-Thaumaturges 13 Game Rule Information 10 The Faceless 160 The Languishing 111 Thrones 202 Tyrexxus 83

Appendices

Locust Demon 57 Lord of Many Forms 35

U U’ulgan 128 Ulasta 83 Unc 127 Unholy Warrior 205–216 Blackguards and 208 Ex-Unholy Warriors 208 Game Rule Information 206 Multiclass Unholy Warriors 208 Role 206 Spell List 208–209 Starting Package 208

V Vashtuk 130 Vaz’zht 35 Vecrose 131 Venenézle 132 Vepar 36 Vespertiliac 133 Vessel of Orcus 76 Viasta 84 Vierhaander 192 Vilisemen 77 Virtues 202 Vlogar 134 Vuall 193 Vulcan Demolisher 78

W Warped One 79 Whiptai 194 Whore’s Curse 80 Wuigart 135

Y Yughooragh 35 Yungo 84

Z Zhar’Ub-Luur 35 Zovarik 137

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