The Gates of Hell
April 18, 2017 | Author: mailinglistenator761 | Category: N/A
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Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design: Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Alan Jacobs Richardson, William Teebay, Simon Xu
The following is an excerpt from the Diary of Drenicus the Wise when he peered through a mirror of the realities during the Age of Greatness.
The sky above the great iron bars of the gate is the color of a rotting tomato. A single sun throbs imperiously in the red haze. At apparently random moments, flames explode in the air. Flying silhouettes stalk the sky, wings never flapping, circular courses never wavering. Air, thick with smoke and sulfur, reluctantly offers just enough oxygen. Oppressive heat drives the moisture from the flesh. The landscape beyond the iron edifice is barren discounting the gaping wounds of craters and canyons. Steam and soot hisses from the apertures, casting a gloom in the vision. There are neither trees or grass, nor bushes or vines. Just parched earth. Along the distant horizon, great citadels stab the crimson sky. Sometimes, huge clouds rise from the distant towers. These always retreat quickly into the blood-red place, disappearing from view. On occasion, screams, most not altogether human, tear across the otherwise silent cacophony. This is what can be seen from between the great iron bars of the gate. The gate stretches in either direction for as far as can be seen. Rising precisely ninety-nine feet into the haze, some of the bars are straight and as thick as man’s torso, others as small as a child’s finger. Intricate, iron-worked designs fill the interior of the gate; supporting bars are covered in evenly spaced barbs and razor-edged wires. In spite of the heat, tendrils of frost drift lazily from the gate. Nothing stands guard. At regular intervals across the gate, written by the twisted iron bars, is a poem. The verse is in a language unknown to all but the oldest beings in the Cosmos. Yet, any that look upon it know what the verse says. Indeed, all in Creation know the words in the depths of their souls: I am the way into the doleful place, I am the way into eternal grief, I am the way to a forsaken race. Justice it was that moved my great creator; Divine omnipotence created me, And highest wisdom joined with primal love. Before me nothing but eternal things Were made, and I shall last eternally. Abandon every hope, all you who enter. As the last words enter my mind, the gate snaps and cries as an opening appears. Somewhere in the back of my mind, I hear someone or something bid me to enter and forever know naught but perdition and sorrow. For that is all one can find beyond The Gates of Hell.
Hell. Cultures across countless worlds have traditions regarding this place to which the souls of the dead who committed acts of evil are condemned. It is a place of endless torment, often by fire or by ice, in which the damned suffer for eternity. However, within these same traditions are rays of hope for those still living in the world. Mothers warn their children to be good and to obey thereby ensuring they will not be cast into the Lake of Fire. Citizens are encouraged to do well by their neighbors and their government in order to uphold both personal and social integrity. Merchants and rulers are prompted by their peers to be honorable and committed to equity, thereby serving as respectable examples to those beneath them. In accomplishing these things, mortals believe that they are safe from the eternal punishments of Hell. In the minds of many mortals, Hell is a place of suffering after death. True, many have heard and shared stories
of the devils that inhabit the Stinking Maw. These beings, often regarded as fops easily tricked and foiled by wise clerics or canny wizards, are distant threats. At most, they whisper invisibly in one’s ear to commit some evil act. Overcoming the devil is simply an issue of not yielding to temptation and the victory is won. Certainly, devils are monstrous and terrible to behold, but plays and farces reveal that in their horror they are stupid and easily manipulated due to not only the power of goodness, but due to the ingenuity of humanity. Moreover, there is a general belief that only a select few are ever condemned to Hell, on account of the infernally bad luck that devils have in dealings with mortals, the natural conclusion of the paradigms just discussed. Hell, then, possesses something of an ambivalent position in the minds of most mortals. On the one hand, it is a terrible place to end up, filled with horrific monsters of all sorts. On the other hand, it is a place in which only the
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weak and foolish descend, a place populated by dumb beasts. Indeed, there are more and more mortals who even doubt the existence of a Hell. After all, if there were such a place, it would certainly be more efficient. If there were such a place in a world of magic and divine power, it would have long since overrun the various worlds and the Realms Beyond. These fools are part of the reason why Hell draws ever closer to victory in the mortal coil. Hell is very real. Hell is very dangerous. And the devils that inhabit the Nine-fold Realm are very terrible and very intelligent… More so than any other fiend in Creation. It is due to these monstrosities that these contradictions – promoted by the fear and ignorance of mortals – exist. It is because of devils that more and more doubt the threat of Hell. Hell is the physical manifestation of tyranny, oppression, and military might. While it is a place of physical suffering, more than anything else, it is a place of spiritual torment and pain. Hell seeks not only to scar the body (unless one looks to Phlegethos); Hell seeks to scar, chain, and utterly suffocate the soul. Hell wants all of Creation to buckle under its pressure and to fall into Perdition. Hell seeks to create a sense of meaning in the emptiness of Evil. This, perhaps more than anything else, is what makes Hell so terrible: living a lie while trying to force it upon others because of the wish for others to suffer equally. That is Hell. Hell is one of the planes of existence among other socalled lower planes or infernal realms, known to most scholars as “The Depths Below.” Joined by Acheron, Gehenna, The Gray Wastes of Despair, Carceri, The Abyss, and Pandemonium, Hell stands as the best known and best catalogued of the infernal realms (with the sole exception of Nessus, which continues to be hidden in darkness). Composed of nine distinct layers, Hell is more completely referred to as The Nine Hells of Perdition. Each layer of Hell, or Perdition, represents some fundamental concept associated with tyrannical, oppressive evil. Each layer is ruled by a near omnipotent master known as a Lord of the Nine. And all of the Lords answer to the pinnacle of Lawful Evil, The Overlord of Hell. These beings and those that serve them are the will of Hell given form, doing all they can to reach out and corrupt the hearts and souls of the Cosmos with the eventual goal of ruling all Creation. Their might is immense, their evil unfathomable. Their servants, devils of all types, are like rats in a hovel, infesting the Cosmos almost unseen although the effects of their presence of palpable. Compromise is not an option. Allowing them to facilitate easily within the world of mortals is not an option. Knowledge of their intent and goals is the only way to begin to understand the threat they reflect. This treatise, compiled by those who have risked more than their lives, offers a glimpse behind the Gates of Hell at the evil that seeks to overwhelm Creation. The Gates of Hell features information on how dangerous Hell and its denizens are. After reviewing and clarifying common concepts about devils, this text will review the nature of magic, relationships with gods, and the mortal fools that dare to worship these creatures. We will then offer a thorough review of the Dark Ministry and other powerful, common devil generals. Then, using recent information gleaned from an unknown yet extremely provocative source, we will study the nobility of Hell. The sections on the Courtiers of Perdition will include information on the Dukes of Hell, arch-devils,
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and the lower Lords of the Nine. There continue to be conflicting ideas about the nature of the Lords. Some claim they are not gods, while others claim they are greater than gods. We will clarify the myths and eliminate the misinformation that surrounds the Lords and their status in Hell and beyond. Finally, we will touch on The Lord of Perdition himself, The Overlord of Hell, Asmodeus. It is imperative that those who read this text do not become enamored with the nature of Hell or its vile denizens. Devils are not to be considered in any manner other than thoroughly and utterly despicable. Devils are not under any circumstances to be trusted or admired; rather they must always be respected and feared. Only the most powerful entities of light can truly hope to overcome the threat these spirits represent. They are a blight on Creation, a manifestation of all that is terrible and unholy. We hope that this information will offer enough information to lead to the end of these repulsive creatures and the ultimate failure of Hell. We all pray to all that is holy and righteous that such a joyous day is not long in coming.
Devils and Cosmic Entities The Realms Beyond constitute what are the known so-called “outer planes.” While the Elemental Realities or “inner planes” represent the physical Ideals of matter and substance, the Realms Beyond are the manifestation of Ideals associated with the spirit and concepts. All things that can be believed and thought about are represented in shape, form, and often some kind of sentience in the Realms Beyond. It is within this collection of realities that gods can be found. The nature of a god is a complex consideration that requires a great deal more space that this treatise is designed to provide. There are dozens of different theories as to what gods are, but for the purpose of The Gates of Hell, there are two that are the most likely given based upon our research regarding devils. One theory posits that gods are the manifestation of Ideals and concepts represented by mortals in the Mortal Coil (also known as the “material plane”). According to this position, gods cannot exist but with the existence and, more importantly, the veneration of mortals. A god, while wielding power as far beyond the greatest human as a human wields compared to a normal ant, still depends on humanity’s attention (through adoration or fear). The second theory, and one that has recently suffered set backs due to the popularity of the previous theory, suggests that gods are eternal entities that exist and give shape to the Ideals in which mortals believe. This position does not require as much attention from mortals; indeed, mortal creatures serve and/or worship gods because they must, ensuring that mortal decent into the afterworld upon death is well received. It is likely that both of these theories possess a degree of truth. It has become increasingly obvious that gods need mortal veneration in order to survive, but there are numerous worlds in which gods predate mortal worshippers. In fact, there are quite a few worlds in which the gods were not created by mortal thought, but by even greater divine powers typically referred to as “over gods.” In any event, what is important to note is that both theories associate the gods with Ideals in which mortals believe.
Gods are indeed the manifestation of ideals. However, gods are very specific representatives of specific ideals for select groups of mortals often limited to a continent in one world. Thus, in one part of a planet, a god of War may be psychotic deity associated with hatred and flames while in another part of the same world, a god of War is associated with the randomness of violence and the perception that violence is part of everyday life. The distinctions between gods are often more drastic once one studies different gods within different pantheons from different worlds. In essence, most gods are limited in scope and accessibility. The natural question is if gods are not the ultimate Ideals, but rather specific and decentralized representatives serving as aspects of Ideals, are there beings out there that represent Ideals? Many myths and legends passed down through numerous mortal generations relate the battles gods faced as they rose to power. Quite a few of these legends tell of divine conflicts between the gods, but just as many tell of how the gods overthrew older creatures who, while not divine, wielded tremendous power capable of threatening the gods. Whether called “Titans” or appearing as eternal “dragons,” these beings served as great foes to the gods. In almost all mortal coils, the gods overcame these adversaries and cast them beyond the world, allowing the gods to rule in peace. Although these tales are somewhat fanciful, they hold a bit of truth. There are indeed beings in the Cosmos that can challenge gods although they are not gods. These are cosmic entities. Cosmic entities are immortal beings that represent Ideals. They are constant, singular beings that exist because a concept or thought exists. They serve only the perpetuation of the concept. Unlike gods, cosmic entities can transcend the limitations of one world, which allows them to enforce their Ideal across all Creation. Cosmic entities are generally older than the gods, having existed before anything else. The oldest and greatest cosmic entities set the foundation for the Ideals that continue to influence every aspect of existence. Indeed, some have claimed that “over gods” are not gods at all, but supremely powerful cosmic entities. Some cosmic entities are frequently referred to as “planar lords” for it is in the Realities Beyond that cosmic entities continue to hold considerable power. From the heights of Heaven’s highest mountain into the eternal spirally madness of Limbo, from the powerful demon princes that rage in madness and evil in The Abyss, to the cerebral Axioms of Law that organize Nirvana, cosmic entities rule the outer planes. Indeed, the so-called “Elemental Gods” are also cosmic entities and it is rumored that concepts like Death and Life are represented by semi-sentient personas that could classified as cosmic entities. Cosmic entities differ from gods in a number of ways. For and most importantly, cosmic entities do not require the veneration or worship of mortals to exist. So long as anything, god or mortal, believes, promotes, or supports (and in some cases, opposes) an Ideal, the appropriate cosmic entities will exist. Next, cosmic entities are almost universally barred from direct interaction with the Mortal Coil; although aspects of their being may influence events in therein (like fire that seeps into the material plane), cosmic entities cannot enter the Mortal Coil of their own volition. Third, cosmic entities are all but impossible to destroy. While a god, due to lack of wor-
ship, may suffer fluctuations in power and status and eventually “die,” such is not the case with a cosmic entity. Only direct conflict with another similarly ranked or greater cosmic or divine being or an extremely powerful artifact can destroy a cosmic entity. Even then, most cosmic entities must be destroyed in their plane and/or layer of origin/power. In spite of these differences, cosmic entities do have many traits similar to those of gods. While they do not require worship, cosmic entities do benefit from the adoration of lesser creatures. A being that dies serving a cosmic entity may find its soul used as sustenance, bolstering the power of the entity in question. Cosmic entities also can be “ranked” in a manner similar to that of gods. While powerful mortals can easily harm the weakest cosmic entities, not even such puissant mortals offer much of a threat against the strongest cosmic entities who rival divine pantheon heads in their might. Cosmic entities also exhibit abilities and powers far beyond those of the greatest mortals. So, where do devils fit into this cosmic scheme and are all devils cosmic entities? The answer to the latter question is, “no.” Most devils, from the pathetic lemure to the horrific pit fiend, are spirits. Spirits are souls given form and shape, their protoplasmic form condensed into something resembling matter. They are similar to undead in that they are not alive, at least not in the sense that mortal creatures are alive. They do not need to breathe, eat, sleep, or procreate. Spirits exist as proxies to the Ideals they represent. Thus, angels are spirits dedicated to righteousness, sacrifice, and truth. Devils are spirits enslaved to tyranny, malice, and cruelty. Devils that assume the status of Duke of Hell and higher are cosmic entities because at this point such devils are truly unique individuals. The relationship between gods and cosmic entities is a strained one. While the gods lay legal claim to the Mortal Coil, many cosmic entities, particularly the evil variety, seek to overwhelm all of the Cosmos that they view as their own. More than any other group of cosmic entities, Devils are the most deadly and dedicated to this goal of achieving dominion over all Creation.
Devils, Gods, and the Prime There are countless legends and tales about how a powerful wizard gained ultimate power after forcing Mephistopheles to divulge a profound secret. Others tell of how a tyrannical, warrior-king acquired the allegiance of Abigor and his 666 Legions and used them to create a new empire. Some share stories of how Merorem the Darkwind erased a priest’s embarrassing past, allowing the clergywoman to take control of a major religion. Still others tell how a purloiner discovered the path to riches after making special arrangements with Scax. In all cases, these tales relate how a Power of Hell played a pivotal role in a mortal’s acquisition of greater power; furthermore, in all cases these stories reveal how the mortal came out ahead in the bargain. However, it can be said with no doubt that any time a mortal makes a pact with a devil, the mortal will almost always lose in the end. Devil summoning has become a staple in worlds across the Cosmos. Indeed, summoning extraplanar creatures is typical of many powerful religions and particularly common among self-styled adventurers and
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treasure-seekers. Yet, there are differences between summoning even a creature as strong as a pit fiend and calling on the aid of Duke Carreau. While a pit fiend can often use a planar portal to enter the material plane, most Dukes, arch-devils, and Lord-Regents do not have this capacity. The irony here is the fact that the highest ranking devils wish to enter the Prime with greater frequency since this is the most common way for their kind to gain access to the greatest number of mortal souls which in turns bolsters their power and prestige among their peers. Furthermore, access to more mortals enhances Hell’s very clear perspective not just on Evil, but on the nature of Existence; the more mortals and lesser beings are forced to contend with direct and “pure” aspects of organized evil, the more power Hell has within the rest of the Cosmos. Many are unaware of why devils of cosmic entity status are restricted from traveling without limitation across the Realities. The answer lies in the gods. In most worlds the gods – selfish of their hegemony in the planes and within the mortal realm – pooled their divine might to bar or limit extraplanar travel. Due to arrangements made shortly after Antiquity and the Dawn of the Gods, divine beings gained “legal rights” to the mortal coils, rights that all but stripped cosmic entities of direct contact with mortals. The gods feared that cosmic entities, limitless in their access to numerous worlds, would reap the benefits of veneration and worship, the food of deities. The gods suspected that cosmic entity involvement with the mortal realm would not only rob them of their sustenance, but could catapult cosmic entities back into the roles they held prior to the rise of divine beings. As is often the case, the gods were correct. Cosmic entities would indeed reap great rewards from mortals if they had the ability to interact with them directly. Unlike gods, who are empowered by veneration, faith, and belief across almost any planar boundary and require worshippers in order to exist in the first place, cosmic entities, while not dependant upon worship to exist, require immediate supplication from lesser beings in order to grow in power. It is for this reason that cosmic entities tend to require fairly simple, yet very intense, rituals from mortal celebrants. The immediate act of belief on the part of a mortal greatly enhances the power of a cosmic entity; mortals, enticed by the clear and obvious power of a cosmic entity, are more likely to fall to their knees and offer their lives and souls to cosmic entities. It is through the use of mortal souls that the greatest distinction between gods and cosmic entities emerge. Gods typically do not consume souls since in doing so they lose access to a worshipper. Indeed, even a dead mortal offers worship in the form of a spirit within the god’s realm in a variety of ways (often through eternal, unending praise). However, cosmic entities, even those dedicated to goodness and righteousness, gain much from consuming or at least distilling components from a mortal soul; this explains the voracious pursuit for souls exhibited by devils, demons, and other evil cosmic entities. By consuming enough souls, a cosmic entity can achieve greater power and station, so much so that it could eventually displace a god altogether. However, the gods know that they cannot keep cosmic entities out entirely. After all, almost every god in some way “borrows” the essence of cosmic entities in the portfolios they represent. Additionally, gods needed servants and allies among the various extraplanar beings in the Realities Beyond. Many gods established treaties
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with cosmic entities of similar ethical and moral bend that allowed them access to their immortal servants. Through the “pure” manifestations of the various Ideals, so-called “outsiders” or “elementals,” gods can intercede on the behalf of a mortal. Thus, arcane and divine spellcasters have limited ability to summon beings from the Realities Beyond to perform various tasks, but always for a short period of time and with little real risk to either the summoner or the summoned. In most cases, beings summoned in this fashion are relatively weak compared to the monstrosities that exist in the Realities Beyond. Eventually, however, truly powerful mortals gain access to magic that transcends typical summoning. Some acquire the ability to call extraplanar creatures of significant, although not cosmic, power to their worlds; while divine spellcasters of great faith have the ability to forge alliances with such creatures as representatives of their gods, arcane spellcasters of great skill learn how to bind extraplanar creatures to their will. Such alliances and bindings call for great knowledge on the part of the caster and can reach a high pinnacle of extraplanar power. Eventually, some spellcasters transcend even this plateau and move on the greatest form of “mundane” summoning: gate. Upon gaining access to gate, mortals risks ripping the fabric of magicks that bar cosmic entities from interacting with the Mortal Coil. At this point creatures like solars and balors can be invited into mortal reality. Such creatures, among the greatest in the Realities Beyond, can have far reaching impact in the Mortal Coil. Indeed, so potent is this magic that specific creatures may be called and the especially brave summoner can even attempt an audience with a cosmic entity or god. But even the gate spell, with its tremendous reach, cannot breach planar boundaries and/or divine decree enough to allow cosmic entities (and in some worlds gods as well) access to the mortal realms. The ability to summon cosmic entities requires tremendous power… and either a degree of desperation or a lack of wisdom. Summoning a cosmic entity of any kind not only carries risks to the summoner, but to an entire world because, once summoned, the presence of a cosmic entity unravels the reality of the mortal realms. Although devils are purveyors of order, even they corrupt the world in which they have no business existing. Greater threat lies in the fact that once a Power of Hell is summoned to the Mortal Coil, most conjurors are illprepared for their power or the effects the Power’s presence will have on the surrounding environment and lives. However, most conjurors arrogant, desperate, or foolish enough to summon a Duke, arch-devil, or Lord are not overly concerned about the peripheral or long-term effects of their actions and it is for this reason that no one to date as discovered the means to successfully create an incantation or spell that guarantees 100% success.
The Presence of Hell The summoning of devils results in a variety of effects on the surround land, none of them beneficial. Of course, different devils institute different reactions when in the Mortal Coil. In spite of these differences, all devils, even those beyond the bounds of Hell’s Hierarchy, promote the will of Hell by reinforcing attitudes and concepts typical of Lawful Evil. And, in the case of the Courtiers of Perdition, a bit of Hell truly enters into the
Mortal Coil. When common devils are summoned into the material plane, the vast majority are summoned for a very brief period of time by spellcasters or by potent magic items to provide some kind of service. Most familiar with this kind of monster summoning typically expect such a spell to be used in combat. However, a fair number of conjurors will bring devils into the mortal realm for other tasks including transportation, information gathering, and physical labor. Common devils summoned in this manner typically have little time to cause much strife in the world they have been dragged into and, realizing this, generally do whatever service is asked of them quickly and efficiently. The vast majority of such devils have established arrangements with Lawful Evil and/or Neutral Evil gods who grant them special boons for promoting Lawful Evil acts during their short stays so long as they do nothing to bring harm to the caster. As a result, this method of summoning has the least impact on the world-at-large and next to no risk to the conjuror. The behavior of an allied or bound devil is markedly different from that of a summoned devil. The allied devil is typically a servant of a god or some other cosmic or divine patron of a divine spellcaster and, unless the conjuror behaves in a manner grossly out of bounds in the eyes of his god, the devil will usually serve the divine spellcaster to the best of its ability (of course, this does not preclude the devil attempting to aggrandize itself). Many extremely powerful clerics have potent allies among the likes of cornugons and gelugons, relying on these entities for advice and in combat; while such conjurors do not go so far as to trust their diabolical allies, they do everything in their power to ensure their satisfaction with their role in the Prime. Indeed, many such clerics and divine spellcasters are virtually human devils and engage in acts of cruelty and evil rivaling that of their diabolical allies. Such an amiable relationship does not exist between most arcane casters and bound devils. When a devil is bound to the material plane, such an affront is enough to
ensure that the devil will do everything in its power to avenge itself against the mortal that dared chain it. Such devils, particularly those of osyluth rank and higher, are adept in not only tearing down the binds that hold them, but in following everything but the intent of the demands made by mortal conjurors. In most cases, if a devil manages to free itself from a binding, it will attempt to scare the wits from its tormentor, promising a terrible price for the humiliation it suffered before returning to Hell to begin carrying out its promise. Only rarely does the devil immediately seek to rend the conjuror limb from limb (some devils are more prone to violence than others in this regard). For both alliances and bindings, devils begin to threaten the world at large. This is especially true in an alliance. The devil is not only a willing participant in whatever malice in which its mortal partner partakes, it also has a great deal of personal authority to do as it wishes. Such devils can turn an entire town into a terrible state within a few short hours with strategic use of enchantment and illusion magicks. As mentioned earlier, the gate spell clearly outstrips the power of the various monster summons, alliances, and bindings. This one spell can bring dozens or more devils into the material plane at one time. And these devils in turn (like allied and bound devils) can summon even more allies. Within an hour, a battalion of devils can be on an unsuspecting mortal coil, bringing untold woe to the surroundings. Even beings as powerful as a member of the Dark Ministry can be called to the material plane by a gate. However, gates are limited in that they cannot be used to call Dukes of Hell and higher ranked Courtiers of Perdition. Magic far outstripping even the gate spell is required for such a feat (see Chapter Two: Forbidden Magic). However, when a devil – be it a common devil or a noble devil – is called into the Mortal Coil, its presence is guaranteed to have an adverse impact on the world. The effect caused by a devil called to the Mortal Coil, known by most as a “spiritual wound,” depends on the
Hell of a Time As a place of law and structure, Hell is bound within the confines of Time. Although devils are immortal beings, Time is still of great interest to them. Time is the basis upon which many of Hell’s greatest plots and most vile desires are determined. Thus, devils record history (although some would call it propaganda) with a dedication unparalleled by any mortal race. Of course, some of the events that have marked Hell’s history are more renown than others which often presents a skewed image of how the Hell known to the Cosmos today came into being. Below is a brief, extremely simplified timeline of Hell recounting some of the better known events. Of course, dates are not given since it is virtually impossible for even all but the oldest gods to know how long ago things like the Breaking of the Circle occurred. The Circle of Three: Forged during the Time Before Time, the Circle of Three was composed of the threetiered being of Law. The Supreme Virtue represented justice and mercy. Like a beacon of gold and silver, she existed on the external portion of the Circle. The center of the Circle was darkness, black and violet. Here dwelt The Overlord, the oppressor and tyrant. Bound between the darkness and the light was the gray, personified by The Progenitor, he who provided order and stability. The Circle of Three, bound together in a common cause, defined the laws of the Cosmos, drove away Chaos, and sought to define the Center of All Things. Fall of The Overlord: In its bid to define the Center, the Circle game to odds. Each aspect wished for its moral center to establish hegemony. A great struggle ensued and the Circle shattered. The Supreme Virtue was pulled into the Realms Above where her blood formed the Silver Sea and her tears countless angels. The Progenitor slammed into the Realms of Balance where his shattered body created the cogs of Nirvana and his broken mind the various beings of Order. The Overlord plummeted into the Depths Below, his passing creating the Nine Hells of Perdition and his blood the earliest devils. Thus, did the Circle break and its components become eternal foes.
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kind of devil. The following lists the different wounds and associated symptoms that infect a certain radius extending from the point in which the devil was called. The wounds can be avoided only when a magic circle against evil is used to call the devil, its power focused inwards; this works only with alliances and bindings, and never with gates, incantations, or epic spells. Consider the material on common devils as variant rules while the material on Dukes of Hell, arch-devils, and Lords of the Nine is always applicable when such beings are called to the mortal realms.
Variant Rule: Called Devils When a common devil (any devil ranked from lemure to pit fiend status regardless of HD or class levels) is called to the Mortal Coil through planar ally and planar binding spells, gate, or other means, its presence upsets the balance of life. The area in which the devil was called in suffers a severe spiritual wound that can last months with the possibility of permanent scars. The symptoms of the wound radiate the point of the devil’s entry into the prime and remains in that place for a specified length of time. Once the devil leaves the area, it does not transport the malady (although some of the more powerful devils may cast spell-like abilities that mimic the following effects). When multiple devils are called, the highest ranking devil dictates the nature of the wound.
• Least Devil (lemures, nupperibos, spinagons, and other devils with a base HD of 5 or less): A small amount of infernal energy constantly seeps from the wound, radiating in a ten foot diameter. Animals, magical beasts, and plants will not enter the area (trained mounts, animal companions, and the like are exempt from this). Vermin, particularly roaches and
rats, are 20% more likely to infest the area. All nonLawful Evil fey, giants, humanoids, monstrous humanoids, and outsiders that enter the radius suffer the effects of doom, while all other non-Lawful Evil beings not previously listed suffer the effects of bane. Any unattended, inanimate material in the area suffers one point of hardness damage per week. The wound caused by the calling of a least devil lasts for nine days unless protection from evil is cast at the point of origin. Indeed, unless protection from evil or greater magic like consecrate or hallow is cast, the area is permanently soiled, radiating faint evil and stunting the growth of non-sentient plant-life even after the wound heals. • Lesser Devil (bezekira, barbazu, erinyes, hamatula, kocrachon, kyton, narzugons, osyluth, squamugon, and other devils with a base HD between 6 and 12. For the purposes of this rule, malebranche are included here as well): A moderate amount of infernal energy constantly seeps from the wound, radiating out as a desecrate spell by a caster level equal to the devil’s HD. The desecrate lasts for nine days. Animals, magical beasts, and plants will not enter the area; trained mounts, animal companions, and similar creature with fewer HD than the called devil must succeed a Will save equal to 10 + ½ the devil’s HD + the devil’s Charisma modifier to enter the area. Vermin, particularly roaches and rats, are 25% more likely to infest the area. In addition to the effects of the desecrate, all non-Lawful Evil fey, giants, humanoids, monstrous humanoids, and outsiders that enter the radius suffer the effects of doom, while all other non-Lawful Evil beings not previously listed suffer the effects of bane. These latter symptoms last for 18 days. Any unattended, inanimate material in the area suffers two points of hardness damage per week for 18 days. The air in
Hell of a Time (Continued) Rise of the Malefircareim and Pit Fiends: From The Overlord’s blood were formed the first devils. These Children of the Devil, the malefircareim, were godlings in their own right. Each sought to cast down his brethren in favor of his own tyranny. When The Overlord, after a slumber of countless lifetimes, awoke he watched his children and decided to show them the meaning of true power. He created an avatar named Lucifer the Satan and destroyed most of the malefircareim. Of those that survived, the eight greatest were assigned dominion over one of Hell’s Perditions under the will of The Overlord. These eight, Astaroth, Dispater, Mammon, Adrammelek, Leviathan, Lilith, Sammael, and Mephistopheles became the original Lords of the Nine Perditions. Others, like Merorem and Haagenti, were either consumed in the early politics of Hell or were exiled. Finally, to reveal his power to his servants, The Overlord created the pit fiends and all the lesser devils. Dawn of the Gods: Across Creation, the gods came into being. Some were created by overpowers of singular worlds, while others emerged from Chaos. In any event, the gods turned away from the Realities Beyond and concentrated on the Mortal Coils wherein mortals were slowly appearing. The Overlord foresees the seeds for his future and begins plotting to corrupt both gods and mortals; much of his success is carried out by Lilith, the Lord of the Sixth. The Blood War, although not particularly important to the Lords of the Nine, begins. Days of Antiquity: Through his avatar Lucifer, The Overlord contests the gods whose hold on the Material Plane strengthens. Countless battles between the gods and cosmic entities ensue, but in the end the gods win the bulk of the battles. It is at this time that the Voyeurs fall into Hell. Wars of Light and Greed: Knowing that many gods and their mortal servants were seeking answers to ancient truths, The Overlord decides to further conceal his secret existence. Hoping to ensure that none ever learn the truth of his identity, The Overlord stages a coup between Lucifer and a new avatar called Asmodeus. This civil war in Hell ends when Lucifer is cast down. Asmodeus becomes the new Lord of the Nine. Astaroth is cast out of Hell, his name changed to Gargauth. Tiamat, a draconic being, is given Lordship of Avernus.
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the area is either uncomfortably hot or uncomfortably cold (for osyluths only), but not to the point of causing harm. Desecrate spells cast in the area function at double area of effect, while the casting time for unhallow is halved. The wound caused by the calling of a lesser devil lasts for 18 days unless consecrate or hallow is cast at the point of origin by a good-aligned cleric with a caster level equal to the devil’s HD. Indeed, unless consecrate or hallow is cast, the area is permanently soiled, radiating moderate evil and stopping the growth of non-sentient plant-life even after the wound heals. • Greater Devil (barregon, cornugon, gelugon, pit fiend or other devils with a base HD greater than 13): A significant amount of infernal energy constantly seeps from the wound, radiating out as an unhallow spell by a caster level equal to the devil’s HD; the devil can determine upon its arrival the nature of the associated spell effect. The unhallow lasts for 27 days. Animals, magical beasts, and plants will not enter the area; trained mounts, animal companions, and similar creature with fewer HD than the called devil must succeed a Will save equal to 10 + ½ the devil’s HD + the devil’s Charisma modifier to enter the area. Vermin, particularly roaches and rats, are guaranteed to infest the area. Any unattended, inanimate material in the area suffers two points of hardness damage per week for 27 days. It is not unusual to find the area in which a greater devil was called dilapidated and covered in cracks and other kinds of damage. The air in the area is either uncomfortably hot, humid (for barregons), or cold (for gelugons), but not to the point of causing harm. The wound caused by the calling of a greater devil can be purged by the casting of two hallow spells at the point of origin by a good-aligned cleric with a caster level equal to the
devil’s HD. Indeed, unless consecrate or hallow is cast, the area is permanently scarred, radiating strong evil and killing any non-sentient plant-life that remains in the area for more than 30 minutes even after the wound heals.
Dukes of Hell in the Prime As a Courtier of Perdition, a Duke of Hell cannot be summoned or called to the material plane by mundane means as described in the Player’s Handbook. Not even a gate spell can reach a Duke since the nature of the magic, as decreed by the gods, is limited. However, through powerful incantations and epic spells known as Forbidden Magic (see Chapter Two), a Duke of Hell can not only communicate with those in the Mortal Coil, but can also be given the necessary power to breech the wards that envelope and protect the world from its presence. Once the Duke is brought into the material plane, its presence begins to unravel the natural order as the presence of Hell imposes its unique and oppressive qualities to the unsuspecting world at large. Even after the Duke departs, the wound the world suffers remains for no less than nine months (and this period can be extended if a Lawful Evil divine caster unhallows the area before the nine month period concludes). The area affected extends 900 feet from the place in which the Duke appeared. It may engulf an entire edifice, bubble onto the surface, and even affect towns and cities if a summons was cast close enough. It is unknown if a Duke of Hell has the power to mask its appearance in the Prime, but it is considered unlikely. In addition to the effects described for greater devils, the following are the typical means by which a Duke’s presence wounds the world:
Hell of a Time (Continued) The Great Fall: Evil, in the guise of pride and self-righteousness, taints the Realms Above. In a spectacular purging, thousands of angels fall from grace. This Great Fall results in the likes of Astarte, Belial, Eblis, Moloch, and Beelzebub – great angels all – being cast into Hell. While most of The Fallen do not officially join with fiends, some of the greatest do. Hell’s Hierarchy is affected by The Fall with Adrammelek, Lilith, and Sammael being overthrown by the fallen angels Belial, Moloch, and Beelzebub. It is also during this general time that Leviathan, Lord of the Fifth, is imprisoned in ice by Asmodeus; he is replaced by Geryon. Classic Perdition: This is the longest period of time in which most mortals have had to deal with Hell. The traditional Lords of the Nine rule Hell during this time. These include Tiamat, Dispater, Mammon, Belial, Geryon, Moloch, Beelzebub, and Mephistopheles. Towards the end of this long period, Tiamat abdicates her rule of Avernus after centuries of conflict with Astarte. Astarte becomes Lord of the First. The Lords become divided along “racial” lines. The Fallen (Astarte, Belial, Moloch, and Beelzebub) battle against the Devils True (Dispater, Mammon, Geryon, and Mephistopheles) to determine the direction of tyranny in the Cosmos. Most of the conflict is subtle, but full battles do occur. Dies Irae: In a desire to restructure Hell again, pave the way for future plots, and remind his vassals who defines Evil in all Creation, Asmodeus instigates a great civil war. Eventually, the two factions do battle in Nessus at the foot of Malsheem near the Pit of Darkness. There, the Lords of the Nine battle each other while their armies watch. At a critical moment, Geryon – revealing his loyalty to Asmodeus – blows his horn. The Lords are stripped of their powers and defeated by their greatest generals. Asmodeus punishes all of the Lords, but reinstates most of their powers and duties soon after. Moloch is cast out for his stupidity and is replaced by Lilith. Geryon is cast out for his loyalty and is replaced by Leviathan. The pit fiend generals that remained loyal to Asmodeus become the first Dark Ministers. Shortly after The Days of Wrath, Astarte is overthrown by her general Bael. The Gathering Darkness: The fanciful term for the current age, The Gathering Darkness heralds tremendous changes. The goals of The Overlord remain as inscrutable as ever and the hunger to rule personified by the Lords of the Nine knows no bounds.
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• Common devils summoned in the area of the spiritual wound remain in the Mortal Coil for double duration. Attempts to bind common devils in the area of the spiritual wound suffer a -3 caster level penalty. • Evil and Lawful spells function at +3 caster level. • Attempts to cast future summons of a Courtier of Perdition in the area receives a +3 bonus. • Fire-based damage deals an additional point of damage per die (a Duke of Hell associated with another element may affect said element instead of fire). • Undead created in the area acquire an additional hit point per die. Lawful Evil creatures within one mile are drawn to the spiritual wound. • Mortal beings that die in the area have a 50% chance to rise within nine days as wights. • Good aligned beings of all kinds save elementals and outsiders suffer 1d4 points of sanity damage every three days spent in the area. • The weather in the area is noticeably extreme in the area, but based upon the time of year (i.e., the area of the spiritual wound in the summer is extremely hot while the same area would be extremely cold during the winter).
Arch-Devils in the Prime The terrible arch-devil far outstrips the Duke of Hell in its effect on the Material Plane. The upheaval the presence of such a being causes to the Mortal Coil is immense and is usually enough for nearby civilizations to call on the powers of the gods and their allies to exorcise and cleanse the area. The spiritual wound of an archdevil extends one mile from the original point of summons. • Common devils summoned in the area of the spiritual wound remain in the Mortal Coil for triple duration. Attempts to bind common devils in the area of the spiritual wound suffer a -6 caster level penalty. • Evil and Lawful spells function at +6 caster level. • Attempts to cast future summons of a Courtier of Perdition in the area receives a +6 bonus. • Fire-based damage is treated as if empowered (an arch-devil associated with another element may affect said element instead of fire). • Undead created in the area acquire three additional hit points per die. Lawful Evil creatures within six miles of the wound’s periphery are drawn to the spiritual wound; such creatures receive an additional hit point
per die once having laired in the area for three consecutive months. • Mortal beings that die in the area have a 40% chance to rise wights, a 25% chance to rise as wraiths, and a 10% chance to rise as specters within 6 days. • Good aligned beings of all kinds save elementals and outsiders suffer 1d6 points of sanity damage every day spent in the area. Sleeping in the spiritual wound requires a Will save = 10 + ½ the devil’s HD + the devil’s Charisma modifier to avoid a nightmare. • The weather in the area is extreme in the area based upon the time of year (i.e., the area of the spiritual wound in the summer is dangerously hot while the same area would suffer frost conditions during the winter).
The Lords of the Nine and the Prime Any being powerful and insane enough to summon a Lord of the Nine into the Mortal Coil is either worthy of great fear and respect or more than deserving of the fate that a Lord is almost guaranteed to deliver upon it. Summoning a Lord of the Nine is a feat that has been accomplished only a few times. In every known case, such an act ensured not just the devastation of entire cities, but often spells the doom of kingdoms. A Lord of the Nine has the power to mask its arrival in the material plane and most legends point to a Lord doing this very thing. Once a Lord appears, it is guaranteed to draw the anger of the gods against Hell and this would guarantee the wrath of Asmodeus himself. Still, a Lord often cannot help but leave something behind and often will affect the wound as a either an arch-devil or a Duke of Hell. The maladies associated with the spiritual wound caused by a Lord of the Nine extends for one mile per the Lord’s cosmic rank. • Common devils summoned in the area of the spiritual wound remain until their physical forms are destroyed, effectively ending the summons. However, since they were not called, they are not subject to demotion or to a period of time restricted from the Mortal Coil. It is impossible to bind or otherwise force a devil to anything in a the spiritual wound (unless one is a higher ranking devil) • Evil and Lawful spells function at +9 caster level. • Attempts to cast future summons of a Courtier of Perdition in the area receives a +9 bonus. • Fire-based damage is treated as if maximized (Mephistopheles affects only cold and Leviathan af-
Summoning and Calling The differences between summoning and calling are extremely important where devils and other outsiders are concerned. Summoning is usually a temporary effect that brings an outsider to the Prime Material, but does not allow it to be truly harmed while serving whatever request made by the summoner. As a result, summoning a devil does not bring with it the same adverse effects as a call since a summoned devil is not entirely on the material plane. If a summoned devil is “killed,” it simply returns to Hell uninjured and capable of returning at a later time if another summon monster spell is cast. Calls, however, bring the actual devil in its entirety to the Mortal Coil. This severe breach of divine decree severely warps the material plane. Fortunately, such a devil can be injured and its physical form even destroyed, causing its spirit to return to Hell in anguish and pain. See Chapter Four: Devils for Dicefreaks for more information on Fiendish Oblivion.
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fects only water/acid) • Undead created in the area acquire maximum hit points per die. Lawful Evil creatures within nine miles of the wound’s periphery are drawn to the spiritual wound; such creatures receive three additional hit points per die once having laired in the area for one month. • Mortal beings that die in the area have a 30% chance to rise wights, a 30% chance to rise as wraiths, a 30% chance to rise as specters, and a 10% chance to rise as ghosts within 3 days. • Good aligned beings of all kinds save elementals and outsiders suffer 1d10 points of sanity damage every nine hours spent in the area. Sleeping in the spiritual wound guarantees a nightmare. • The weather in the area is extreme and dismal in the area based upon the time of year. Such weather causes 1d4 points of subdual damage each turn while exposed. In all cases, higher ranking devils trump in terms of their power. Thus, if a cardinal of Asmodeus cast incantation of the Pit and brought Merorem the Darkwind into the world, the spiritual wound would be established. Only summoning a more powerful arch-devil or a Lord of the Nine in the area would cause the spiritual wound to be adjusted. Finally, these rules do not assume the impact summoning Asmodeus would have. Such an act would ensure damage well beyond that of the other Lords of the Nine.
Devils and Other Fiends For the past few millennia, a debate has raged as to the nature of the premier fiends of Creation, devils. The epitome of organized, logical, merciless evil, devils are feared across the Cosmos by all manner of life, from the lowest of sentient beings to the powers themselves. This fear of devils is far greater than that associated with the other fiend “races.” The demons of The Abyss may be more physically threatening than their eternal foes, but their plans possess none of the foresight and long reaching damnation that characterizes the devils’. This does not mean that demons are not as intelligent or evil as devils. The nature of Abyssal evil, dedicated to Chaos and the unexpected, pointless misery of existence, does not require planning or logic in its execution. Although this meaningless evil is horrific to many (particularly Lawful beings), there is a measure of comfort in that, ultimately, there is no guiding force behind such evil; therefore, there is no overarching goal in the long run. This idea can be supported by the manner in which demons “govern” themselves (the idea of government on The Abyss is truly antithetical to the plane’s very nature). There is no one demon prince that rules over all of the others. The balors, paramount of the non-god-like demonic entities, function as gang-lords, fighting with rival balors and greater demons rather than uniting their strengths against their diabolical rivals and the remainder of Creation. The acts of evil and violence of a balor are, as a whole, random and sudden when compared to the millennia-spanning plotting of a squamugon. Does this make demons any less threatening? Certainly not in the immediate sense. These spirits are extremely destructive and vicious, destroying and
killing without provocation or forethought. Sometimes, this is part of a greater intent; however, such is usually not the case. Their numbers are apparently infinite and demons often appear to be more intuitive and capable of working beyond perceived boundaries than comparable devils. Yet for all the destruction they can cause, demons' evil simply pales in comparison to the sinister and deadly designs of their Hellish rivals. The daemons are often compared to devils as beings dedicated to intrigue and plotting. To be sure, the daemons, for hundreds of thousands of eons, have schemed to bring the denizens of the Depths Below to their knees under the leadership of Gehenna. This plotting almost worked with the Maeldur Et Kavurik, a being the daemons claim to have created. Supposedly, this monster granted the ability for the three fiend “races” to teleport across Creation; when the daemons stripped the Maeldur Et Kavurik of its power, many fiends temporarily lost their ability to teleport at will. Additionally, the daemons also are said to have created the four “races” of fiends as some grand study of the nature of evil. For a time, these tales were the leading theories on the origin and history of the fiends. They also happen to be totally and utterly false. For all their strength and dedication to pure evil, daemons have inherent flaws which will forever render them less threatening than devils. Certainly, they are more subtle than demons. Certainly, they are more shadowy than even devils. Without a doubt, they are consummate liars gifted with the ability to persuade others – even themselves – that the lies they perpetuate are truths. In this sense, they could be considered more dangerous than devils. Many scholars suspect that if daemons constructed a lie both massive and ingenious enough in which the entire Cosmos believed they would eventually come to rule Creation. After all, Belief is Power. Unfortunately for the daemons, not only are they liars but backbiters as well. Unlike demons, who engage in regular and bloody civil wars, the daemons constantly challenge each other’s lies with more lies. They are loath to allow another of their kind to rise to the pinnacle of power. There are a few god-like daemons in the Depths Below, but these entities are not capable of uniting more than a handful of their race. These challenges eternally blunt their evil and prevent daemons from achieving their optimum potential. Then there are the gehreleths, better known as demodands. These creatures generally do not fight among themselves, but instead spend their energies killing daemons and other trespassers on their lands, as well as worshipping their god, Apomps. These pathetic beings are hardly worthy of the term "fiend", as their evil is petty and confined. Devils, in the end, prove to be the most deadly of the four fiend “races.” Unlike demons, devils are not interested in immediate gratification. Unless necessity dictates otherwise, devils typically will not simply kill an opponent. More often than not, they are not interested just in the death of their adversaries, but in their eternal damnation and loss of faith. Unlike the daemons, who lie as a matter of course, devils lie only when the truth is not more useful. Even then, they rarely lie in the entirety since lies have a nasty habit of backfiring and ruining carefully formulated plots. No, devils are more interested in manipulating fools with just enough truth and the right amount of hyperbole in order to lead them down the path of evil. Devils are logical and organized. Though they possess smaller numbers than both demons
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and daemons, devils continue to hold their own in The Blood War. Notwithstanding the countless battles they have lost, the percentage of diabolical losses is significantly less than those of the demon hordes or daemon mercenaries. Most terrifying of all, devils have rationalized their evil. There is a reason for everything they do, and they are more than capable of justifying their positions to any and all, even mighty solars (as history has shown on several occasions). Their evil is also guided by a governing force, an intellectual center. For millennia, it was believed that this force was the Dark Ministry, the supreme generals of the Legions of Hell. Then, it was thought that singular entities, the Lords of the Nine, ruled all devils as a grand council. It is now known that the Lords of the Nine in truth answer to The Lord of the Nine, The Overlord of Hell, Asmodeus. This being, the apex of all that is Lawful Evil, is the overall guiding force of rational and organized evil in Creation. Greater in power than any of the demon princes or the various Nether Fiends, this entity is feared by all who are aware of its true power. There can be no doubt that devils are the most dangerous of the fiends. Their logical and formulated explanation of their evil, their ability to work together, and their ultimate leader, all contribute to their being the preeminent threat in the Cosmos. The remainder of this treatise will touch briefly on the various types or stations of devils.
The Stratification of Power Most scholars divide the devils into three categories: least, lesser, and greater. Since it is probable that most of the individuals reading this text are familiar enough with devils to know which entities represent each category, we will not delve into the specifics. However, it is quite clear that this is an inaccurate stratification. This classification system suggests that all pit fiends, including the Dark Ministry, are the epitome of the greater devil strata. This is not the case. Additionally, this does not take into consideration the Courtiers of Perdition. A more accurate stratification for devils is one that does adhere to the Rule of Three. There are the common devils. This would include the three generic categories of least, lesser, and greater. Even the Dark Ministry is included in this category. Despite their physical and political power, the members of the Dark Ministry are still considered “normal” devils by the powers that control Hell. They would be comparable to extremely powerful and resourceful knights or generals of many material plane worlds who, while maintaining land and a great deal of power, are not part of the nobility. There are also other pit fiends on this level of power. It should be noted that what most scholars assume to be the "common" powers of pit fiends are but those first manifested during the earliest years of a pit fiend's existence. Over the millennia, this epitome of the common devil grows in power, with its reality altering arcana and vast resources to aid it. Some become extremely proficient warriors while others concentrate in “learned magic.” All eventually exhibit additional special abilities. Although never a member of the Dark Ministry, it is extremely likely that the current Lord of the First, Bael the Warlord, was one such pit fiend. The pit fiend Gazra, who commands the security forces of the first four levels of Hell from Phlegethos, and the pit fiend Ariyan who
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governs the city of Tantlin in Stygia, are other examples of pit fiends close to, if not equal to, the power of the Dark Ministry. And, legends persist of a pit fiend so powerful as to rival the might of the greatest Dukes of Hell or arch-devils: Aesmadeva, Executioner of Hell. In terms of comparative might, such pit fiends tend to be equal in strength to the weakest hero-deities in the Cosmos. They are capable of slaughtering entire armies of demons (and certainly, mortals) on their own and have the power to challenge even entities like solars. However, they are not divine in any sense. They cannot grant spells, nor do they generate avatars. They are simply extremely old and powerful devils. The 81 Dukes of Hell are the lowest members of the second strata of devils, the nobility. In many cases, these Courtiers were once pit fiends who, due to their ingenuity, bravery, or luck, were tapped either by another Courtier, an arch-devil, or a Lord of the Nine, to join this august and extremely selective rank. There are also a fair number of fallen angels and exceptional mortals within this station. There is no such thing as being born into the Courts of Perdition. Since devils do not procreate among themselves, there is no hereditary lineage to follow. However, once a devil joins the Court, it is all but impossible for these entities to be removed for anything less than treachery. The Dukes are often physically and politically more powerful than the Dark Ministry and are just short of possessing cosmic or divine power. The Dukes enact the will of the arch-devil or Lord they serve, but all have their own goals and agendas. Despite their political power, the Dukes still compete with the generals of the common devils for resources. The Dukes maintain their own armies of devils that serve the direct wills of the Courts and the Lords of the Nine. These forces are insignificant when compared with even the smallest standing battalions under the Dark Ministry, but they are still far larger than the greatest of mortal armies. Not all of these armies are militant in nature. Some focus on corrupting mortals or destroying bulwarks of Chaos. Whatever their purpose, a Duke’s forces carry out their tasks with a brutal efficiency, to garner power and prestige for the noble. Next among the noble devils are the arch-devils. These devils, of which there are at least 27, occupy a peculiar station. While they out-strip the Dukes of Hell in terms of sheer power, the majority of them have no “legal” rights in Hell. Many arch-devils are outcasts among the diabolical and only a few live in Hell. Most tremendously fear and hate Asmodeus, whom they blame for their station, and all await the day they can avenge themselves against their master. Like the Dukes of Hell, most arch-devils maintain armies, but most of these are comprised of beings other than devils. Although outcasts, all arch-devils serve the will of Hell (witlessly in some cases) and all pay homage to Asmodeus if called before the Serpent’s Throne. A fair number of archdevils are fallen angels, and a few are rogue formians and modrons. At least six arch-devils are former Lords of the Nine (Adremalech, Astarte, Geryon, Moloch, Sammael, and Tiamat). Four arch-devils, Glasya the Princess of Hell, Lixer the Prince of Hell, Merorem the Prince of the Powers of the Air, and Fierana co-ruler of the Fourth Hell, are publicly part of the Hellish hierarchy. Then there are the enigmatic Lords of the Nine. Interestingly enough, eight of the Lords of the Nine are considered members of Hell’s nobility. These beings are not
gods, at least not in the traditional sense. However, they are and must be ranked similarly to the gods because of the grotesque amount of power they wield. The Lords of the Nine are true cosmic entities. The Warlord of Avernus, Bael, is the weakest of the eight and ranks with a lesser god. The Arch Duke of Dis, Dispater; the Arch Duke of Minauros, Mammon; the Arch Duke of Phlegethos, Belial; the Prince of Stygia, Leviathan; and the Queen of Malbolge, Lilith, are all equivalent to intermediate gods. Greatest in might are the Arch Dukes of Maladomini and Cania, Beelzebub and Mephistopheles, who are equal to greater gods. However, these rankings are only really appropriate when they are not in Hell. Indeed, within their respective “duchies,” the Lords of the Nine are virtually omnipotent. Despite suggestions otherwise, not even the gods of Hell are immune to the wills of the Lords. In Stygia, this is very apparent as Prince Leviathan comes closer and closer to all out war with the gods Set and Sekolah due to his insistence on tributes, tithes, and taxes. As they have refused, the Prince has slowly begun to shrink their realms. Now, this is not an easy task as two extremely powerful entities are contesting (if it were so simple, His Infernal Highness would have already taken the lands away from the wayward gods), but the fact that it can happen is of major concern to the other gods in Hell. Despite Prince Leviathan’s actions, the other Lords of the Nine are not interested in initiating other wars on Hell… at least not right now. In the long forgotten past, enmity with the Lords of the Nine drove both the goblin and orc pantheons from the Pit. No one knows which Lord cast out the two pantheons (although the more recent legends insist it was Asmodeus himself), but such a feat is unimaginable to planars today (it is believed that this banishment from Hell resulted in the war between the orcish and goblin gods). Typically, the Lords of the Nine and the gods have made treaties and pacts. Usually, these treaties bar the Lords from looking within the realms or otherwise interfering with the gods and their petitioners. Of course, these treaties can and will be broken, but aside from Stygia, this is not the norm. The epitome of the diabolical is The Overlord of Hell. Let it be emphatically stated that no one knows the true name of this obscure being. He has many different titles and at least two known aliases, the best known and most commonly used being that of Asmodeus (and, for simplicity, we will refer to Hell’s Master as Asmodeus throughout this treatise). The Arch Fiend stands alone in his station as the only true god among devils and the sole member of Hell’s royalty. Asmodeus is the god of devils and devils are his official proxies. They receive power from their connection to him as his “blood” created them. However, he is more than just a god. Despite suggestions that he is a greater power, this does not take into account the fact that Asmodeus governs not just a layer within a plane, but an entire plane of existence. The Nine Hells of Perdition are just as infinite as the Mortal Coil. For any being to hold unchallenged mastery since the beginning of Creation of such a vast and powerful plane means that this being would have to be more than even a greater god. At the very least, Asmodeus is an over god. Even the most powerful "normal" god pales in comparison with his might; indeed, there can be no such comparison. It is this power that allows Asmodeus to command the other Lords of the Nine. Despite the power he wields, Asmodeus is extremely
limited in his mobility. Trapped at the infinite base of Perdition in a pool of his own “blood,” Asmodeus’ universe-spanning body is unable to leave the confines of Hell. Additionally, he can only generate one avatar on the material plane. Finally, his ability to grant prayers is vastly different from conventional gods. As an over god, he can make even the greatest of his desires reality, yet his unique imprisonment keeps him from exercising a permanent connection with mortals. The worlds in the mortal coil should rejoice at this knowledge.
The Devils You Know In many worlds, the question often arises as to where the spirits of the dead go when a mortal passes away. Most worlds accept the premise that the spirits depart for an eternal afterlife in the appropriate reality where they are either awarded or damned for their actions as mortals. Those mortals that engaged in tyranny, strife, and other forms of organized and rationalized evil find themselves reborn in the Fourth Perdition, Phlegethos, where they are guaranteed centuries of torment in the form of the lemure, the lowest form of devil. (This is the norm; there are but a few mortals who find themselves taken directly into the realm of a particular deity. In such situations, the mortal was often a priest or very dedicated worshipper of said deity). Thus, the many worlds that believe that Hell is a punishment for those who committed acts of evil during life do hold a bit of the truth. There is a little confusion regarding exactly where the lemures emerge. Some sources suggest that they come from the Maggot Pit, a multi-mile “river” comprised entirely of maggots located on the First, Avernus. This misconception stems from the fact that relatively new lemures do indeed emerge from the Maggot Pit by the billions each day. In order to ensure that Avernus is always under the maximum amount of protection in the event of a successful demonic or angelic invasion, newly arrived souls, upon crawling from the Lake of Fire in Phlegethos, instinctively seek out nearby portals that transport them to Avernus. Since relatively few scholars and sages can withstand the supernaturally evil heat of Phlegethos (assuming they could even make it to this vicious layer), most do their research on the first two layers and many witness the horrible sight of lemures dragging themselves from the Maggot Pit. Thus, their studies result in erroneous conclusions. Mortal souls who find themselves in Phlegethos are there for two reasons. First, this is where the Lake of Fire (also known as the Pit of Flames) is located, and it is from here that the souls crawl. The exact nature of this Lake is unknown, but it is here that both punishment and purification for devils takes place. It is natural, therefore, to expect new arrivals to Hell to appear here. Secondly, the misery and torment that is Phlegethos is usually, in the minds of recent petitioners, the most direct and immediate means to purge what humanity remains in the spirits of the dead mortals. The pain and suffering they will experience here will be unlike anything they went through during their mortal lives, preparing them for ascendancy into devilhood. Like many petitioners on other Realities, lemures suffer from a severe case of amnesia. They recall nothing of their former lives. This amnesia allows the lemures to be molded into what their diabolical lords wish for them without having to deal with offended egos and such, not
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that an offended ego concerns the devils. Stripping newly arrived petitioners of their memories simply accelerates the ability for the lemure to take part in the great mechanism of Hell (however, unlike the rest of Creation, this memory loss is not permanent. Somehow, Asmodeus has found a method to maintain the memories of all new arrivals in Hell. In a few, remote cases, the Dark Lord of Nessus will return the memories to the spirits as they rise in power within the hierarchy of Hell, but this rarely occurs. What happens to all other souls will be discussed within Asmodeus’ section). Additionally, all lemures appear identical. It is known that devils can tell one lemure from another, but most other beings seem incapable of doing so. For untold centuries, there has been debate as to the nature of the next level of devils, the nupperibo. These wretched creatures are barely distinguishable from lemures. Like their lesser brethren, nupperibo are almost shapeless masses of drooping flesh with writhing appendages for arms and elongated bulbs for heads. Also, like lemures, these creatures are the rank and file infantries of Hell, virtually unintelligent with no sense of individuality. Yet, despite their higher ranking in the grand structure compared to lemures, in order to advance into a higher station, a nupperibo must be demoted “back” into a lemure. This “demotion” is not truly a demotion because a lemure is never “promoted” into a nupperibo. This is because nupperibos are not normal devils. These creatures are the progeny of mysterious entities that once dominated Perdition when devils as they are now known were young. These were the first devils, the result of The Overlord’s fall after the sundering of the Circle of Three. As Asmodeus’ passing created each level in turn, his essence merged with Hell’s. His blood created the malefircareim, the earliest devils. Immensely powerful, these creatures each had powers similar to that of quasi gods. It is from these creatures that the original Lords of the Nine emerged. These original devils, although still considered Asmodeus’ children, were imbued with aspects of Hell itself, making them less likely to obey Asmodeus than their younger, underdeveloped common kin. Also known as “hellspawn,” the malefircareim fought among their number, each seeking to impose its brand of diabolical order upon the other with the ultimate goal of ruling all of Hell. Many of the hellspawn were destroyed during these internecine wars. However, those that remained grew ever more powerful. Asmodeus, finally aware of his situation for the first time after his fall, decided to deal with his wayward offspring. Asmodeus destroyed scores of hellspawn, although at least the eight most powerful are known to have survived. The remaining eight, far easier to control than legions of similar beings, were ground under the immense might of Asmodeus and became the original Lords of the eight uppermost layers. Those that were destroyed by Asmodeus, as well as by their siblings, were not annihilated, but merged with Hell. Yet, because of their divine status, these hellspawn are always reborn in portions as nupperibos. Unlike the lemures that crawl from the Lake of Fire, nupperibos may emerge anywhere across Hell. These creatures then seek out other nupperibos who are actually fragments of their former being as a hellspawn. Over time, these nupperibos “mature” and merge, becoming once again one of the mighty hellspawn. Uninterested in dealing with any more conflict than necessary, Asmodeus taught the other Lords the means to re-
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form all nupperibos into lemures before they transform into hellspawn. This ensures that Asmodeus only has to deal with a few powerful, treacherous beings in his land rather than legions. Still, it is likely that a few hellspawn have managed to reform. It is known that in the tunnels and caverns of Malbolge the Sixth, a creature powerful enough to give even pit fiends pause exists, a being rumored to predate devils. Additionally, there are frozen creatures in a few icebergs in Stygia the Fifth. These creatures are almost certainly members of the hellspawn race. Do not think, however, that Asmodeus is unaware of their existence. It is likely that he has allowed a few of these creatures to “re-awaken” for some reason. If and how these creatures interact with the hierarchy of Hell is unknown. At any rate, this is the reason for the bizarre relationship between lemures and nupperibos and the reason why both spirits are extremely similar. The nupperibos, however, in no way stem from petitioner souls and lemures are never “promoted” to nupperibos. It is unclear how many devils know the truth regarding the nupperibos. It is likely that most if not all pit fiends know and it is probable that all of the Courtiers of Perdition know as well. Beyond these two pitiful creatures is the next class of devils, the spinagon. Small and impish, these cowardly creatures are weak compared to all other devils. However, it is here in the form of the spinagon that devils begin the practice of misinformation and lies. Progression to the next level is typically based upon two things: how the relatively weak spinagon manages to keep alive and how it manages to avoid appearing weak and cowardly despite the truth of this nature. Those that succeed typically exhibit a certain level of craftiness and/or patience with their status and a willingness to take risks are generally promoted to the status of white squamugon. Those who fail are often either left as spinagons, demoted to a bezekiras (hellcat) for those who show craftiness but no willingness to take risks, or promoted to a barbazu for those willing to take risks but are too stupid to realize the danger to their immortal lives. The time in which a devil exists as a squamugon is when it firsts begins to test its capacity to tempt mortals. The squamugon caste is composed of five distinct subranks. The few spinagons promoted to squamugon rank begin as white squamugons, the lowest rank. From here, as a squamugon proves its ability to tempt the most intelligent and charismatic mortals into Perdition, it receives promotions through four additional colors: red, blue, green, and black. As the ranks change, so too does the squamugon’s actual color. It is obvious that the ranks are some kind of inversion of the five major chromatic dragon species. Indeed, for centuries, it was assumed that the so-called “scaly devils” were related to dragons and to the Queen of Dragon, Tiamat. So far as the research completed for this text could uncover, any such relationship is no different from that currently enjoyed by lesser devils and Tiamat: nothing. Of course, if there is some kind of an association, it is so well obscured as to be invisible to most scholars. Another matter to note about squamugons is that they are typically limited to certain Perditions due to their rank; however, in order to progress, they must spend time in each Hell, becoming intimately aware of all the opportunities that await them should they prove successful in their endeavors (or the horrors that are around the corner should they fail to meet Hell’s objectives). Upon reaching the status of
black, the squamugon has successfully damned almost two score mortals to Perdition. Many black squamugon serve the will of Princess Glasya and Arch Duke Dispater and are assigned a certain quota of souls to corrupt in order to hope to move to one of the next ranks. An equal number enter the Legions of Hell wherein they serve in minor leadership roles. The rank of barbazu is considered a dead-end to any spinagon hoping to reach the level of pit fiend some day. Barbazu are the shock-troops of the Legions and are known for their reckless, almost chaotic combat behavior. They are extremely vile and dangerous, often killing simply for sport. However, barbazu often serve as bodyguards to cornugons and barregon, giving some of the more intelligent and enterprising creatures an opportunity to gain their infernal master’s attention. The ranks of erinyes, hamatula, and osyluth are roughly equal in Hell although each plays a different role. The erinyes are the chief soul gatherers for Hell after the Courtiers of Perdition. The hamatulas are the scouts and patrols of Hell, spending their existence tracking lost petitioners and mortals. The osyluths are the police and agents of Hell, often wielding great personal authority to punish other devils for infractions. These three ranks are all extremely significant to most devils for a number of reasons. Although sages have related specific powers and abilities to these ranks, it is known that devils in these ranks often develop the ability to learn new powers specific to their roles. Thus, it is not unusual to find an erinyes with additional enchantment powers or even the ability to cast such spells as an enchanter. Furthermore, these entities find that they are given the opportunity to function on their own without constant and direct supervision. Although hamatula are restricted to a certain level unless given official leave to move elsewhere, osyluths may travel to any level except Nessus as they please in pursuit of their goals while the envious erinyes may travel to the material plane or Endless Boundary at will so long as they have pre-existing clearance to do so. In addition, it is during their time in these ranks that definitive personalities take root. Prior to these ranks, the personality of devils is heavily dependant upon their rank rather than on their past deeds; all barbazu are generally vicious brutes. In these ranks, devils regain many of their mortal talents and interests, although few of their mortal memories. It is from one of these three ranks that most greater devils emerge. The cornugons are the lowest ranked of the greater devils despite the fact that they are physically more powerful than the barregon. The cornugons are best compared to mayors or low ranking army officers, often commanding battalions of devils and other diabolical creatures while in turn answering to either a gelugon or a pit fiend. These terrifying beasts are often sent out to the Mortal Coil to punish powerful mortals who have slighted hell in some fashion. The barregons are strange devils in every sense of the word. Like the nupperibos, the barregons follow a bizarre promotion track. It is not possible for a barregon to be promoted to a gelugon without first being demoted to a cornugon. Parallels between barregons and nupperibos are to be expected and a few scholars suspect that barregons are a higher level form of matured malefircareim who have not united completely. It is known that these creatures hate pit fiends and that they are almost more loyal to the Lord of the Fifth, His Infernal Highness Prince Leviathan, than they are to the other Lords of the
Nine. The true nature of the barregon is unknown and, until Asmodeus decides to reveal his goals with these creatures, their nature will probably remain elusive. The gelugons are the equivalent in power to colonels and governors in the Mortal Coil while serving as mighty guards to the Courtiers of Perdition. These frigid, alien creatures typically keep to Cania, rarely venturing beyond. They are also very likely to become engaged in “extracurricular” pursuits like learned magic or thieving abilities. While all the other greater devil ranks have internal rankings, gelugons do not. All gelugons are equal in rank and responsibility, at least superficially. This does not mean that all gelugons are equally talented, however. The rational for this arrangement allows the Dark Ministry and the Courtiers of Perdition to assess which gelugons within this apparently even power structure are able to assume leadership roles among their peers. For a gelugon, it is the power of persuasion, intellect, and charisma that allows one to stand out from its peers; in addition, perfectly fulfilling orders, responsibilities, and revealing ingenuity increases a gelugon’s potential to be offered a promotion to pit fiend rank. Like cornugons, there appears to be relatively little betrayal within this rank, probably due to the fact that a gelugon is expected to behave as if it is equal in every way to its peers without actually being equal. If a gelugon serves in this capacity for 666 years (or 999 depending on who is asked), it is taken to the Lake of Fire in which it bathes for 1001 days. Upon emerging from the excruciating pain of the Lake of Fire, the spirit emerges as the dreaded pit fiend. Pit fiends are among the most feared of underworld entities. Aside from squamugon and erinyes, pit fiends interact with mortals in a non-violent fashion (most times) more than any other devils. They are responsible for the steady supply of mortal souls to Hell, the maintenance of the workings of Hell as it pertains to mortals, and representing Hell when interacting with other entities of similar power. Pit fiends are comparable to generals on the Prime, commanding vast armies of lesser fiends while at the same time beholden to the will of Hell’s nobility and royalty. Like the erinyes, hamatula, osyluth, and all greater devils, pit fiends are very likely to concentrate in certain fields of interests during their immortal lives. Many are accomplished wizards and quite a few have honed their skills as fighters. Perhaps more than any other power associated with pit fiends, their ability to alter reality with their wish makes them a force to be reckoned with. The intelligence exhibited by pit fiends, their eons of contemplating existence, and their direct link to the cosmic generally allows them to ask for and to provide wishes that suit their desires. Thus, many pit fiends have used their wishes to make themselves even more powerful. Pit fiends like Gazra and Ariyan, and the members of the Dark Ministry are examples of pit fiends who have grown in might over the duration of their long existence through “natural” means, like training, and the judicious use of wish. However, many scholars now suspect that the nature of the wish ability is not entirely tied to the pit fiend but may be directly related to Asmodeus himself. These scholars point to the fact that there are many extremely old pit fiends who have not gained any significant power over the course of their lives. These scholars suspect that the ability for a pit fiend to advance is dependent on how well they impress Asmodeus and that it is he who ultimately determines the success of the wish.
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Among the pit fiends, some of the most powerful are the eight members of the Dark Ministry. While there are known to be pit fiends of comparable power, the Dark Ministry possesses a number of political components that sets its members above all other pit fiends. First, the Dark Ministry controls the Legions of Hell. They have the ability to strip any other Devil, lesser ranked pit fiends included, of their commands and their troops’ loyalty. Second, the Dark Ministry maintains close ties to the Courtiers of Perdition. Indeed, many Courtiers of Perdition were at one point in time in the Dark Ministry and continue to show an interest in that coven of pit fiends. Finally, the Dark Ministry answers directly to Asmodeus. This, perhaps more than anything, establishes the Dark Ministry as the greatest of pit fiends. Asmodeus meets with the Dark Ministry four times a year, not so much to dictate to them how to gather more souls, but to ensure they believe he is supportive of their efforts in the Blood War. There are many other kinds of devils in Hell. Recently, some scholars, in an effort to simplify the taxonomy related to the diabolical, have taken to calling the better known devils “baatezu.” “Baatezu” is a term that usually, but not always, refers to those devils that are part of the general chain of command within the Legions of Hell. There are other devils (some still with the “baatezu” title) that exist beyond the traditional command structure of Hell. At this date, so little is known of these devils that they are not included in this treatise… but they do exist and they are very dangerous. In the end, all common devils answer to the Dark Ministry.
The Courtiers of Perdition The Courtiers of Perdition, also known as the “Peers,” “Peerage of Perdition,” or “Powers of Hell,” are the various nobles and high ranking officers who are part of the Courts of Hell. Thus, there are a fair number of pit fiends, exceptionally powerful half-fiends, and a sprinkling of non-devilish, diabolical beings among the Courts. On the other hand, there are quite a few extremely powerful devils who are not Courtiers of Perdition. First and foremost, there are no devils of rank lower than pit fiend within the Courtiers of Perdition. Although powerful gelugons, cornugons, and even barregon serve as bodyguards and attendants to pit fiend generals and Dukes of Hell, these beings are too lowly to achieve any recognition within the Courts. When a gelugon or cornugon achieves some great success that merits a place in the Courts, that being is always promoted to pit fiend status for at least 99 years before an official invitation to join a Court is offered. Still, many Dukes of Hell (but never pit fiend Courtiers) do bring greater devil attendees to Court to reflect their status among their peers. To be selected to stand beside a Duke at Court is both a tremendous honor and a great threat. On the one hand, a cornugon attendee has proven its worth, power, and intellect in order to draw the attention of a Duke of Hell; this becomes a clear indication of quick advancement in the hierarchy. On the other hand, the cornugon then has to worry about embarrassing not only his Duke by failure to adhere to some subtle from of protocol, but embarrassing another Courtier in the midst of a meeting, which may well result in the cornugons immediate reduction in status. Still, most greater devils are eager to
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attend any high level meetings with Courtiers and, in the vast majority of cases, such devils are too intelligent to risk disclosing classified information, knowing that the hoarding of such knowledge only reaps greater power in the long run, not to mention a longer existence. Pit fiends who are part of the Courtiers of Perdition are those who serve a Lord of the Nine or a Duke of Hell. These pit fiends are distinguished from those that serve within the Legions of Hell under the Dark Ministry. Although the Dark Ministers are without question the most powerful pit fiends involved with the Blood War, the Dark Ministry is not considered part of the Courtiers of Perdition. Likewise, the Governors like Ariyan and Gazra are not considered Courtiers since they too are part of the Legions of Hell. Governors who are appointed to their positions by the Dark Ministry are, like their Ministers, “commoners” in that they serve the needs of Hell rather than the lofty, specific goals of a Duke or Lord of Hell. Still, there is some overlap with the Dark Ministry, Governors, and few other highranking pit fiend generals. It is almost unheard of for Gazra not to be invited to appear at the Court of Belial during important meetings between the Phlegethan Dukes, and the Dark Ministers are always present when the Infernal Court meets in Malsheem. Most of these pit fiends who are officially part of a Court of Perdition served within the Legions of Hell at one point or another and distinguished themselves in their roles. Upon being invited into the Courts of Perdition, a pit fiend is typically granted some manner of title, baron or earl being the most common. They are now part of the lowest rung of diabolical nobility. As a whole, pit fiends that join the Courtiers of Perdition are part of some Infernal Knightly Order. The roles of pit fiends within the Courts of Perdition are varied, but – with the exception of those that serve within the Court of Bael – there is very little in the way of martial activity. For example, the pit fiends that serve the Court of Dis tend to war against those who value ethics, hard work, and integrity in business, while those that serve the will of Mammon are dedicated to battling against the acts of financial charity and generosity. Thus, the wars fought by pit fiend Courtiers are more esoteric and cerebral in nature than those fought in the Blood War and are meant to increase not only the number of souls damned to eternal torment in Hell, but to ensure that the Realms Above and the Realities of Chaos lose any potential prizes among mortals. All Dukes of Hell are part of the Courtiers of Perdition. Each Duke (of which there are believed to be 81, or 9 for each Perdition) maintains his, her, or its own responsibilities within a given Court and most often maintain their own smaller courts in their demesnes. The Dukes of Hell all represent some fundamental aspect related to the overarching principle governing the Perdition they serve. Thus, while all Dukes of Avernus are warlords after a fashion, Abigor represents misplaced honor, a love for violence, and strategic genius while Malphas represents the intellectual pursuits related to combat success and superiority. Of course, the Dukes all vie for greater authority within a given Court and all Courts boast one or sometimes two Dukes who clearly outshine the others. The Dukes are simultaneously more accessible than the Lords of the Nine and more shadowy. Mortals are very familiar with the Lords of the Nine as these beings have, through no desire of their own, become embedded
in mortal consciousness across Creation. Many powerful mortals have tried to summon the Lords to accomplish some service, a ploy virtually impossible to achieve for any but the most powerful mortal. One reason for this is because if one attempts to summon a Lord (or, in some cases, an arch-devil) to the material plane, he will end up summoning a Duke of Hell that best fits the goals/needs/ requests of the summoner. Due to the fact that it takes so long to successfully casting a summoning spell, a Duke typically knows well in advance that such a request is coming and can usually find the means to either make itself available at the probable time of successful summons, or can send a pit fiend or some lower ranking devil to meet with the would-be summoner prior to the end of the summons. Thus, the Duke of Hell is significantly less well known than a Lord because they are so infrequently called to the material plane successfully. On the other hand, it is often a Duke of Hell that orchestrates and fulfills contracts signed by mortals and other beings, although in most cases this is done behind the scenes. Scattered in status among the pit fiend nobles and the Dukes of Hell (and sometimes Grand Dukes of Hell) are the various half-fiends and powerful non-diabolical beings who have impressed the Lords of the Nine. Halffiends invited to join the Courts of Perdition are sometimes the offspring of a Duke or even Lord, but a fair number are the children of erinyes, fallen angels, gelugons, or pit fiends who exhibited a significant degree of pride and success during their time in the Prime. Due to their tremendous sense of power and overweening arrogance, these half-fiends (or, more rarely, nephilim) have overcome the hatred and distrust the devils typically show them upon their arrival to Hell; indeed, quite a few have to go through quite a bit to prove their worth and typically have to do three times as much as another devil of similar standing. But, once a half-fiend proves herself (and this really depends on the Duke or Lord in question), the especially powerful ones are invited to join the Courts of Perdition. Most are ranked with pit fiends, but the fact that two – Fierana, Grand Duchess of Phlegethos and Lady of the Fourth, and Lixer, Infernal Prince and Heir to the Serpent’s Throne – have achieved virtual Lord status reveals that there is always room for a truly despicable and powerful half-fiend at all levels of Hell save royalty itself. Likewise, beings like illithids, powerful undead, and dragons are found among the Courts of Perdition. These beings, often more powerful than pit fiends, typically compete with Dukes in every way save title, and tend to directly serve a Lord of the Nine. Like half-fiend Courtiers, such creatures have to prove their value to Hell and are often the targets of elaborate schemes to at least ruin their reputations if not kill them. It is interesting to note that most diabolical, non-diabolical creatures among the Courts tend to serve “devils true” rather than the Fallen. It seems that the Fallen, despite their obvious evil, still perceive beings like blue dragons and illithids as dangerous, untrustworthy scum. While all Dukes of Hell are part of the Courtiers of Perdition, most arch-devils are not. Due to some odd rationale, most Arch-Devils are exiles from Hell. A fair number of arch-devils were former Lords themselves and are, as a result, threats to the current Hierarchy of Hell. Quite a few exiled arch-devils are among the Fallen. Indeed, there have been times when a Duke of Hell was promoted to arch-devil status and promptly exiled from
Hell with no apparent reason. Still, there are arch-devils within the Courts and many of these beings outrank the Dukes of Hell not only in sheer power, but in official title as well. Most such arch-devils are given the title Grand Duke of Hell and all directly serve a Lord of the Nine. The Lords of the Nine are the pinnacle of the Courtiers of Perdition. Indeed, they actually create another rank within the Courtiers known as the Procession of Perdition. The Procession of Perdition includes the Lords of the Nine and the Heirs of Hell (Glasya and Lixer), and there are rumors that there are two additional “nameless” members of the Procession, bringing the number to 13. Asmodeus does not count among the Procession as he is the only member of Hell’s royalty (neither Glasya nor Lixer are accorded this recognition). The Lords of the Nine, however, clearly outstrip the Heirs of Hell in virtually every way, including rank; however, the Lords are cautious when dealing with the Heirs of Hell as to offend or threaten one of them could mean fierce and final retaliation from The Overlord for offense rather than any real threat to his station. The Lords of the Nine dictate the nature of the Courts of Perdition as well as their own inner circles. The Lords jealously guard their stations, knowing full well that they can be replaced by another if they are not cautious. The Lords hate each other, but there are alliances within this august body. Currently, there are three groups among the Lords. There is what scholars refer to as the “classic Lords,” or those who have always been Lords and are “Devils True;” Mephistopheles and Dispater are the only two remaining among this group and, if devils can count on each other, these two are probably the closest knit pair among the Lords. The second group consists of the Fallen and they are actively opposed to the “classic Lords;” Beelzebub and Belial are the two remaining members of this group and, while not as closely allied as Mephistopheles and Dispater, they are willing to send aid to each other. The final group is the “unallied.” The “unallied” Lords are those who are either new to the role or are distrusted/hated by their peers. Bael, Mammon, Leviathan, and Lilith are the “unallied.” Many scholars believe that eventually both Bael and Lilith will join with the “classic Lords.” Bael, although risen from pit fiend rank and having stolen Lordship from another, is a true devil; furthermore, he revealed a great deal of cleverness and trickery in his success at the expense of a Fallen. Lilith, having been an original Lord of the Nine, is currently reorganizing Malbolge to her liking; once the reorganization is complete, she is certain to reenter Infernal politics with full fervor. In the past, she was at enmity with Mephistopheles and Dispater, but since she has to choose between true devils and fallen angels, she is almost certain to select former enemies over charlatans. Mammon and Leviathan are almost guaranteed to never take up with any group. Mammon, a former ally to Mephistopheles and Dispater, brazenly betrayed them both during the Dies Irae, accused them of turning against Asmodeus, and has stolen a great deal of wealth from both. Neither trusts him and both are trying to determine the best way to avenge themselves against him. Conversely, Mammon hates the Fallen and wants nothing to do with them unless material wealth is involved. Leviathan, having always been at enmity with Mephistopheles and Dispater, is likewise hated and distrusted by the other Lords. Leviathan has sworn to destroy all of
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them for their roles in his imprisonment; furthermore, he has alarmed his peers – including Mephistopheles – with his vocal goal to overthrow Asmodeus. This alone has isolated him more than anything else.
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Breakdown of the Nine Perditions Avernus: War, Corrupted Honor, Violence, Genocide. A place of eternal warfare, this is a layer that caters to those who believe that the violence in which they partake will lead to a utopia, when in fact their violence and evil results in tyranny and the death of those outside of the "Grand Order" of Hell. Warmongering fascists. Dis: Corrupted Ethics, Stagnation, Sloth, Elitists. A place of endless, meaningless toil that never changes. Those at the top benefit from the work of those at the bottom. Imagine a faceless corporation in an iron skyscraper with a CEO you never see doing anything, but still reaps from your work. Think extreme, evil communism. Minauros: Greed, Avarice, Envy. A place where one never has enough and always expects to take your piece of the pie. This is the personification of a tax-hungry State that always has two hands in your purse. And, after they take your money, they take your possessions, your car, and your significant other. They evict you from your home shortly before the last payment’s due, sighting obscure language in the mortgage. Then, when you’re almost destitute, they offer everything back to you at a reduced premium. Phlegethos: Pain, Suffering, Physical Oppression, Fire. This is "quintessential Hell." A place of eternal suffering and torment, both physical and spiritual. It is also a place in which gross matter is tortured and oppressed for the perverse needs of those in power. This is best represented by societies in which a person has no control over his/her body; people are told what to wear, how and what to eat, and when and with whom they can mate. Stygia: Traitors, Gluttony, Dissatisfaction, Ignorance, Water. This is a place in which no one trusts anyone because everyone perceives others as stepping stones. No one is satisfied with their station... especially because one's station is always below another's. You forget love, help, dedication, or commitment; indeed, you're ignorant of such concepts because you haven't experienced it here. Malbolge: Corrupt Nature. This is where Nature has been turned on its head for the benefit of tyranny. Nature serves the needs of those in power; who cares if you pollute if you can make a profit? Who cares if children, a race's future, are forced to work and die if you benefit? Maladomini: Pride. Perfection. Intrigue. Arrogance. This is a place in which not one word uttered goes unnoticed. Big Brother is everywhere because Big Brother knows how you should live your life. There is an eternal buzzing as everything you do is reported to those in command, those with the perfect plans for everyone's lives. Cania: Corrupt Knowledge. Contempt. Careless Stoicism (neither empathy nor sympathy). Cold. Here the only thing of value is knowledge, even if that knowledge would spell the end of Creation. Knowledge is power, it is the only thing that fires the soul. All else is meaningless and worthless. Of course, you don't care too much since there is nothing but knowledge to care about. Nessus: Damnation. Power. Lost Knowledge. Tyranny. Darkness. Oppression. Here, all the lies and terrors of Hell are fermented into true Lawful Evil: Damnation. Here, there is only one power and under that power all will kneel. Here, knowledge and wisdom are hoarded by those in power for no one else is worthy to know anything. No one – save The Overlord – has the right to determine the course of anything, much less their own lives. You are fodder for Hell -- if that at all -17
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design: Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Alan Jacobs Richardson, William Teebay, Simon Xu
And so it came to pass that the Clash of Spirits ended, and the gods, also known as the Saldra, looked down upon the world of Midlorr. Knowing that their foes from the Realms Beyond still lusted after the power that dwelt on Midlorr, the Saldra also knew that within their number were those willing to destroy the planet to sate their own greed. The Saldra knew that this would bring about their desolation since they would eventually need the gift of faith from the mortals yet to breathe upon Midlorr. So, rather than continue onto another battle, the Saldra agreed to a Pact of Dominance. Through the Pact, the Saldra agreed that neither they nor the beings from Beyond would enter Midlorr. Neither through aspects of their being nor through direct intervention would this be acceptable. Yet, the Saldra knew that they needed to earn the faith of the mortals that would eventually worship them. The Saldra would grant miracles to those select mortals who wished to carry forth the will of the Saldra. Some of the Saldra cried out, though. What would happen, these asked, if the mortals grew too strong and hoped to contest the gods? Others wondered at the mortals who would seek power from those from Beyond rather than the true gods. So, the Saldra devised another plan. They would agree with some of those from Beyond for small numbers of mortal worshippers in order to preserve the peace. Next, the Saldra bound within their Pact a weakness on mortal magic. This weakness forbids the use of any magic that would allow a cosmic or divine being direct access to Midlorr. The Saldra cursed any magic that came close to challenging their divine might when cast by mortals within Midlorr. Such power was declared Forbidden. An excerpt from The Pact of Dominance and the Limitations of Mortal Magic by Seeroth the Dark. The accepted date of this material is 201 of the Age of Greatness. The above material is specific to The Godspell Campaign TM, the official setting for Dicefreaks, and is used to explain why epic spells exist. However, in your campaign, epic spells may be par for the course for all spellcasters wielding enough might or they may not exist at all. In any case, the following details new epic seeds, incantations based upon the rules described in Unearthed Arcana, and the greatest forms of magic used to summon the most powerful Devils to the Material Plane.
New Epic Spell Seeds Charm Enchantment (Charm) [Mind-Affecting] Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: 75 ft.
Target: One living creature Duration: 20 hours Saving Throw: Will negates Spell Resistance: Yes Charm makes a creature regard you as a trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. This spell does not allow you to control the charmed creature as if it were an automaton, but it perceives your words in a most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. To charm a target so that it neither gains a bonus on its saving throw if being threatened by you or your allies, increase the Spellcraft DC by 4. Darkness Evocation [Darkness] Spellcraft DC: 14 Components: V, S Casting Time: 1 action Range: Touch Target: Object touched Duration: 20 days (D) Saving Throw: None Spell Resistance: No This seed causes an object touched to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Magical light produced by a spell with the epic seed light is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of effect. Drain Necromancy Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: Touch Target: Creature touched Duration: Instantaneous, or see text Saving Throw: Fortitude half Spell Resistance: Yes You deal the target 4 points of ability score damage to any one ability score, although a successful fortitude save reduces the damage by half. For each additional point of ability score damage to be dealt, increase the Spellcraft DC by +4. You can instead afflict the character with ability drain; in such a case the base Spellcraft DC is 23. Whether the damage is ability damage or ability drain, a character cannot take Constitution damage or drain that
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reduces him to a Constitution score of 0. Alternatively, the caster can deal energy drain by means of this seed; in such a case the base Spellcraft DC is 23. The creature touched takes four negative levels; each additional negative level to be bestowed increases the Spellcraft DC by +6. Negative levels bestowed in this manner disappear after 20 hours; if a factor is used to increase the duration, the target must successfully save after 24 hours if the negative levels have not been removed, otherwise they automatically convert to actual level loss. Any creature that gains negative levels equal to his current levels or hit dice dies with no save.
New Epic Spells Accursed Transmutation [Death, Evil] Spellcraft DC: 162 Components: V, S, XP Casting Time: 1 action Range: 300 ft. Area: 100-foot radius Duration: Permanent Saving Throw: Fortitude partial (see below) Spell Resistance: Yes To Develop: 1,152,000 gp; 23 days; 46,080 XP. Seeds: compel (DC 19), destroy (DC 29), reflect (DC 27), slay (DC 25), slay (DC 25), transform (DC 21), transport (DC 27). Factors: area increased 400% (+10), oneaction casting time (+20), victims lose all abilities and memory (ad hoc +25), memories transported across planar boundaries (+4), target to area effect (+10), increase spell’s save DC by 13 (+26), bonus on caster level check to overcome spell resistance +9 (+18). Mitigating factors: burn 8,600 XP (-2), transforms only mortal, living humanoids, monstrous humanoids, and devils (ad hoc 10), destruction is of corpse only, and only if the slay seed is successful (ad hoc –2), reflect only prevents the soul from leaving the vicinity of the corpse (a la dimensional anchor) for one round (ad hoc –8), only memories are transported to Perdition (ad hoc –8), second slay seed only takes effect on failed save, and then only deals 1d4 negative levels, and only for 9 hours (ad hoc –10). The caster of accursed calls on the power of Hell to transform its victims into the lemures of Perdition. In casting accursed, a burning miasma of brimstone and smoke vomits from the center of the area of effect. This conflagration destroys the physical body of the victim. However, the disembodied soul momentarily hovers over its corpse, held in stasis. With a word and a curse in the infernal tongue, the caster lulls the victim’s soul into a trance in which it willingly swears allegiance to the Legions of Hell; the caster is treated as being 9 levels higher in terms of caster level checks to overcome spell resistance. Once completed, the victim’s soul is painfully condensed into a protoplasmic husk, becoming a lemure even as the sentience and individuality of the victim descends shrieking into the Pit of Darkness. Those that manage to save still reel from the attempted violation on their soul, suffering 1d4 negative levels for nine hours. The Fortitude save DC is 33 + the relevant spellcasting ability modifier. Once the transformation takes place, the victim has no memory of his former life, abilities, or powers. These memories are stripped from him and cast into Nessus,
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the Ninth of the Nine Perditions. Furthermore, the victim is utterly reduced from whatever height he once had in terms of HD and/or class levels, starting over as a advanced lemure (for every 9 HD the victim possessed, he acquires 1 HD as a lemure to a maximum of 6 HD). The victim is now at the whim of the Lords of the Nine and the Peers of Perdition. Most accursed are sent to the front lines of Avernus where their destruction results in utter annihilation. Some are eventually promoted through the ranks as per normal. This epic spell has always been identified with The Overlord of Hell, Asmodeus. This spell has two primary benefits to Asmodeus. Obviously, it allows Asmodeus to use the power of Hell on his foes, turning them into useful fodder for his interests. Second and more importantly, it allows him to ensure that any devil – but particularly nupperibos – can be immediately and permanently demoted to the lowest stature in Hell’s Hierarchy. All the Lords of the Nine have the ability to cast accursed nine times a day at triple the area of effect only on other devils or servants of Hell (those bearing the Devotee of Darkness or Soulsworn feats); this functions above and beyond their ability to cast accursed 3/day as a spell-like ability. Furthermore, the Lords of the Nine do not spend any experience when casting this spell, and the effect is treated as instantaneous rather than permanent. Asmodeus has the ability to temporarily confer the power of this ability to designees nine times per day. In these cases, the beneficiaries of this power may cast accursed once per day for as long as Asmodeus sees fit to allow it, receiving a +45 Spellcraft bonus on casting attempts. XP Cost: 8,600 XP. Asmodeus’ Heretical Infection Transmutation [Death, Evil] Spellcraft DC: 126 Components: V (Dark Speech), XP Casting Time: 1 standard action Range: 300 feet Target: 40 foot radius Duration: 27 rounds (see below) Saving Throw: Will negates Spell Resistance: Yes To Develop: 1,134,000 gp; 23 days; 45,360 XP. Seeds: afflict (DC 14), reflect (DC 27), slay (DC 25), transform (DC 21), transform (DC 21), transform (DC 21). Factors: one action casting time (+20), no somatic component (+2), restricted cancellation of effects – see below (ad hoc +20), target to area effect (+16), increase area by 100% (+4), increase negative levels by 1d4 (+4). Mitigating Factors: burn 5,400 XP (-54), caster possesses the Dark Speech feat (ad hoc -2), 27 round duration (ad hoc -13). The Overlord of Hell knows that The Word is the center of all Creation. Without The Word, nothing would exist. The Overlord, alongside The Progenitor of Order and The Supreme Virtue, used The Word to manifest the Laws that bind the Cosmos into its current configuration. It is this very same Word that allows gods to create, destroy, and rule over the Material Plane. It is that very same Word, in vastly smaller concentrations, that allows lesser beings to manipulate the energy around them. Among mortals, the greatest aspects of The Word
revolve around those spells related to the cosmic and divine, those tinged with morality. After all, these Words, like holy word or cloak of chaos, allow divine spellcasters within the Material Plane to stave off the attacks of Asmodeus’ servants. Yet, these spells as spoken by mortals pale before the might and conviction with which The King of Hell speaks The Word. Before him, all other Words falter. There is no greater testament to this than Asmodeus’ heretical infection. With a terrible whisper of Dark Speech fouler than any save that uttered by Leonar, the caster of heretical infection targets all good-aligned spellcasters within a 40-foot radius. If a Fortitude save is failed, the victim is infected as he feels an oily, malevolent darkness writhe in the bottom of his soul. However, the victim does not know the depths of his dilemma until he attempts to cast any spell with the good descriptor (this includes exalted spells from the Book of Exalted Deeds). When such spells are cast, the victim finds that billowing fumes of black and red energy vomit from his eyes and mouth as the elements of his spell’s intent are reversed or outright cancelled. Thus, the casting of holy aura by a cleric suffering from heretical infection results in the spell functioning as unholy aura; if there is not a clear opposite, the spell simply does not function. Worse still, if the spell cast requires a verbal component, the caster finds that he screeches out heretical or blasphemous repudiations of his faith, suffering 2d6 negative levels; this spell is so pervasive that even if the caster prepares and casts spells bearing the good descriptor by means of the Silent Spell feat he still suffers 1d6 negative levels. To further bolster the power of Evil and the unity of Law, Asmodeus’ heretical infection also forces the infected to answer in chorus to all other terrible spells. When spells bearing the evil descriptor or empowered by Dark Speech are cast within 100 feet of a heretical infection victim, the victim must make a Fortitude saving throw with a penalty equal to the spell’s effective level (taking into account feat increases) or repeat the same spell on his next turn. Not only does the victim suffer the effects detailed above, he also burns the appropriate spell levels, starting from the highest possible spell slot available (the victim will also suffer any ill effects associated with casting corrupt, vile, or evil spells against good-aligned casters as well as the effects of using Dark Speech). It is very difficult to cancel the effects of Asmodeus’ heretical infection. First, aside from the caster, only a disjunction can end the effect before its duration expires. Second, even if the spell is cancelled or expires, the negative levels remain for 24 hours, converting to actual level loss after that time (this can be negated by a successful save for each negative level at the 24 hour mark) and permanently remaining unless a good-aligned 31st level cleric casts greater restoration within 9 days. XP Cost: 5,400 XP. Cold Anchor to the Soul Abjuration [Evil] Spellcraft DC: 137 Components: None Casting Time: 1 free action Range: Personal Area: 90-ft. radius emanation centered on the caster Duration: 20 minutes Saving Throw: Will negates
Spell Resistance: Yes To Develop: 1,233,000 gp; 25 days; 49,320 XP. Seeds: afflict (DC 14), banish (DC 27), transport (DC 27). Factors: alter effect from banishment to entrapment (ad hoc +2), increase maximum total Hit Dice affected by 85 (+42), quickened spell (+28), change target to 20-ft. radius area (+10), increase area by 350% (+14), increase spell’s saving throw DC by +5 (+10). Mitigating factors: only affect the souls of those who have died within the area of effect (ad hoc –10), facilitate transport of souls via teleport, planeshift and the like, but do not provide those actual travel-related effects by means of this spell (ad hoc –11), burn 1,600 XP (-16). As a free action that counts as a quickened spell, the caster sets in place a hellfire-red net of energy that thrums and throbs in a 90-ft. radius, centered on the caster. All creatures in possession of a soul that die throughout the duration of the spell are anchored to the caster, unable to leave for the next plane of existence, and unable to be raised, resurrected, or true resurrected. A soul is entitled to a Will save to negate the effect, but the save DC is equal to 25 + the caster’s spellcasting ability modifier. No more than 100 Hit Dice worth of creatures can be affected per casting of this spell. If the caster travels to another plane, the anchor remains in effect, dragging any souls with him to the new destination. This spell was originally developed by Mephistopheles. XP Cost: 1,600 XP. Condemn Conjuration (summoning, teleportation) [Evil] Spellcraft DC: 71 Components: V, S, XP Casting Time: 1 action Range: 300 ft. Target: 1 creature with a soul Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes To Develop: 639,000 gp; 13 days; 25,560 XP. Seeds: reveal (DC 19), summon (DC 14), transport (DC 27). Factors: transport unwilling creature (+4), strip soul from target (ad hoc +23), one-action casting time (+20), change from touch to target within 300 ft. (+4), increase spell’s saving throw DC by +10 (+20). Mitigating factors: caster takes 10d6 backlash damage (-10), burn 5,000 XP (-50) A hell-red light enters the caster’s eyes and encases his hands as he calls the soul of the targeted creature from its body and sends it directly to hell; the infernal energies manipulated to perform this feat deal 10d6 points of damage to the caster. The shell of a body which remains is effectively dead, although successful retrieval of the soul can allow the creature to live again without the need for resurrection; in the meanwhile, the body starts to rot and decay (and without magical intervention to prevent decomposition, the body will be unable to be returned to short of resurrection or the like within 24 hours). The target is entitled to a Will save to negate the spell’s effect; the DC is equal to 30 + the relevant spellcasting ability modifier. Within Hell, the creature’s soul is quickly claimed by
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a Lord or Courtier of Perdition who has the greatest claim on it. For example, a warmongerer’s soul is likely to be claimed by Bael, while a tyrannical despot may be claimed by Asmodeus himself. Typically, unless the soul is of some importance, the creature is transformed into a lemure in short order. XP Cost: 5,000 XP Contingent True Resurrection Conjuration (Healing) Spellcraft DC: 80 Components: V, S, DF Casting Time: 1 round Range: Touch Target: You or creature touched Duration: Contingent until expended, then instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life (DC 27). Factors: activates when subject is slain (+25 DC), no loss of level or Constitution when resurrected (ad hoc +10), decrease casting time by 9 rounds (+18). Contingent true resurrection works as per contingent resurrection, save that the resurrected creature does not lose a level (or 1 point of Constitution if the subject was first level), and the time between death and resurrection is only 1 round. Curse of Apostasy Enchantment (Compulsion) [Evil, Mind-Affecting] Spellcraft DC: 66 Components: V, S, XP Casting Time: 1 standard action Range: 75 ft., see text Target: Up to 6 living creatures Duration: 20 hours Saving Throw: Will negates Spell Resistance: Yes To Develop: 594,000 gp; 12 days; 23,760 XP. Seed: compel (DC 19). Factors: one action casting time (+20), infect others by means of speech (up to five others, ad hoc +60). Mitigating Factors: burn 3,300 XP (-33). A malevolent, gleeful light enters the casters eyes, as he points and commands a single target to forsake his foolish beliefs and follow the true path. Should the target fail a Will save, he thereafter apostatizes from his most important beliefs (forsakes his religion, ethics, and so forth). He perceives instructions from the caster in a most favorable light, although he will not act to harm himself. The affected target is compelled to seek to persuade those around him to forsake their most important beliefs as well (these new apostates would then seek to convince others as well); up to five additional targets beyond the first can be affected in this manner, all of them receiving a Will save at the original DC to avoid the effect. To be affected, a new target need only hear a previous target speak for a round. No more than six creatures can be affected by a single casting of this spell, and after 20 hours, the compulsion wears off, and the affected targets no longer infect others with their speech. Those that were affected remember their actions during the period of compulsion, and are usually hostile to the caster thereafter. Any “sins” committed while under this
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compulsion render class abilities dependent on conduct inaccessible until atoned for, as per usual. Although this spell affects a maximum of six creatures (and all six are affected identically), the use of Diplomacy and Intimidation may in fact cause others to stray from their beliefs and “sin”. Powerful devils use this spell to spread a wide net of apostasy in relatively short period of time. Carreau is attributed as its author. XP Cost: 3,300 XP. Dispater’s Iron Defense Psychokinesis [Death, Force] Psicraft DC: 127 Display: Vi, Au Casting Time: Immediate action Range: Personal Target: You Duration: 33 hours Saving Throw: None; see text Power Resistance: Yes (harmless) To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds: armor (DC 14), destroy (DC 29), fortify (DC 17), fortify (DC 27), transform (DC 31). Factors: cast as an immediate action (ad hoc +36), grant bonus to spell resistance or saves of +6 (+10), grant insight bonus to armor class of +6 (+50), grant fast healing 12 (+66), caster can become incorporeal as an immediate action, or change bonus to saves, spell resistance or armor class to a different bonus to one of those three (ad hoc +16), caster can dismiss incorporeal aspect of the power as a free action (+8), increase duration by 165% (+4), increase duration by 330% when within the Iron Tower (ad hoc +1), increase damage dealt by destruction seed by . Mitigating factors: only allow one bonus to either spell resistance, saves or armor class at a time (ad hoc –30), change target to personal (-2), burn 15,000 XP (-150) From within his Iron Tower, the Lord of the Second seeks to protect himself from all powers, for he schemes to place himself above all others. To this end, he developed the iron defense epic power. The manifester of this epic power is able to manifest it as an immediate action (see p.59 of the Expanded Psionics Handbook for details on immediate actions). Upon activating this power, the manifester’s eyes begin to glow like molten iron, and the susurration of thousands of blades whisking through the air (akin to the sound of a blade barrier spell) can be heard within the vicinity. The manifester chooses whether to apply a +6 bonus to his spell resistance (enhancement bonus), armor class (insight bonus) or saving throws (resistance bonus) when first manifesting the power; as an immediate action, the manifester can switch freely between the different bonuses while the power’s duration lasts. The manifester also gains fast healing 12, and can choose to become incorporeal as an immediate action (returning to a corporeal state is a free action) – Dispater uses this aspect of the power to become incorporeal just as an opponent tries to strike him in combat, or as additional protection against hostile powers and spells. Any weapon that does strike the manifester must make a Fort save DC 20 + the relevant manifesting ability score modifier or be destroyed (or, at the least, take 20d6 points of pure destructive energy); this damage is dealt to the creature if it attacks with natural weapons (including bullrush, grapple and similar attempts). A successful save deals half dam-
age. If cast within the Iron Tower, the duration of this power is doubled (66 hours). XP Cost: 15,000 XP. Dust in the Wind Psychoportation Psicraft DC: 114 Components: Vi, XP Casting Time: 1 standard action Range: 100 feet Area: 100-foot radius, centered on the caster Duration: Permanent (see text) Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 1,026,000 gp; 21 days; 41,040 XP. Seeds: drain (DC 19), energy (weather effects) (DC 25), transform (DC 21), Factors: transform living into nonliving (+10), reduce to 1-action casting time (+20), change target to 20-foot radius (+12), increase area to 100-foot radius (+16), increase save DC by 30 (+60), specific method of breaking spell (ad hoc +10). Mitigating factors: burn 6000 XP (-60). Drawing upon the winds of time, the manifester unleashes temporal energies which instantly age his foes to time forgotten statues of sand, which are then blown away, scattered to the end of the earth. Creatures and objects in the affected area who fail their saves are instantly turned into sand sculptures. Within 10 minutes, a fierce wind then blows through the area, scattering the dust over a 2 mile area and destroying the sculptures. Because the creatures affected are not dead, they can not be restored with true resurrection or spells using the life seed. A wish or miracle can gather the dust, but a successful caster level check against Dust in the Wind must be made in order to break the spell (using break enchantment, greater dispel magic, or similar effects). If the dust is not placed back in the exact form of the creature (requiring a successful Craft: sculpture check equal to 25 + the creature's HD), the creature is dead upon the breaking of the enchantment. If the creature is brought to life via a means that does not normally cost it a level (such as true resurrection), it loses one level and one permanent point of Constitution. If it is brought to life via a means that normally costs levels or Constitution, it loses both the level and point of Constitution in addition to whatever penalties the recovering spell inflicts. XP Cost: 6,000 XP Epic Dimension Door Transmutation [Teleportation] Spellcraft DC: 125 Components: XP Casting Time: 1 free action Range: Touch Target: You and touched objects or creatures weighing up to 1,000 lb Duration: 10 rounds or 3 rounds (see text) Saving Throw: None or Will negates (see text) Spell Resistance: No or yes (see text) To Develop: 855,000 gp; 18 days; 34,200 XP. Seeds: transport (DC 27). Factors: allow use of shadow or ethereal plane for instantaneous travel as required (+4),
allow transport of unwilling creatures that fail a Will save (+4), allow interplanar travel (+4), cast as a free action (+28), allow spell to last 3 rounds, but with 2 uses of epic dimension door per round (ad hoc +8), change duration to 10 rounds (ad hoc x3). Mitigating factors: burn 10,000 XP (-100) As a free action that counts as a quickened spell, the caster makes use of the astral, ethereal or shadow plane to travel instantaneously to any point on any plane to which she has at least a reliable description of. She may take with her up to 1,000 lb of creatures and/or objects, but she must be touching them when she uses epic dimension door to take them with her. Unwilling creatures or objects are entitled to a Will save to avoid the effect, and spell resistance applies in such situations. Each round after the 1st round (for a total of 10 rounds) the caster can teleport as a free action once again, using the same guidelines. Alternatively, the caster can choose to cast the spell so that it lasts only 3 rounds, enabling her to use the effects of the spell twice per round (i.e. two free action teleportations per round for 3 rounds). Thus, the caster could feasibly teleport into a high security cell of which she had obtained a reliable description, grab hold of her imprisoned companion, and teleport out again in the same round. XP Cost: 10,000 XP. Esoteric Aegis Abjuration Spellcraft DC: 83 Components: V, S Casting Time: 1 minute Range: Personal Effect: 10-ft. radius emanation Duration: 24 hours Saving Throw: None Spell Resistance: No To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds: ward (DC 14), transform (DC 21). Factors: gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage’s disjunction (+16). Mitigating factors: change range from touch to personal (-2) The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety. First Taste of Winter Trasmutation
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Spellcraft DC: 101 Components: V, S, XP Casting Time: 1 action Range: 300 ft. Area: 40-ft. radius Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 909,000 gp, 19 days, 36,360 XP. Seeds: transform (DC 21), dispel (DC 19), foresee (DC 17). Factors: change creature to cold vulnerable (ad hoc +20), increase dispel check bonus to +20 (+10), make spell effect tenacious (as per the feat) (ad hoc +10), 1 action casting time (+20), change target to 20 ft radius area (+10), increase area by 100% (+4). Mitigating factors: change from permanent to 1 round/level (ad hoc – 10), burn 1,700 XP during casting (-17), only dispel spells that protect against cold (ad hoc –10). Making the sign of the triangle with his hands, the caster calls upon those within the area to be affected to surrender themselves to the cold of winter. The affected area erupts in black energy as all are targeted with an area dispel magic (1d20+20) that only targets spells and items that protect against cold effects. A second wave of energy emerges a split second later, appearing as a solid sphere of ice that shatters the moment it appears and immediately melts away. Creatures must save against DC 20 + the relevant spellcasting modifier or become vulnerable to cold damage (i.e. cold damage deals an additional 50% damage). Creatures normally immune or resistance to cold lose such protection against cold for the duration of the spell, and are also treated as vulnerable to cold. Although the effect can be dispelled, it is treated as being tenacious. In other words, a successful dispel attempt merely suppresses the effect for 1d4 rounds. This spell was first designed by Leonar, the Chancellor of Cania and Duke of the Infernal Tongue. XP Cost: 1,700 XP Greater Epic Mage Armor Conjuration (Creation) [Force] Spellcraft DC: 70 Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: 72 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: armor (DC 14). Factors: +36 additional armor bonus (+72), increase duration by 200% (+4). Mitigating Factor: increase casting time by 9 minutes (-18), change target to personal (-2). Greater epic mage armor works as per epic mage armor, except that it grants a +40 armor bonus to Armor Class, and lasts for 3 days. Leonar’s Thaumaturgic Boost Transmutation (Evil) Spellcraft DC: 110 Components: V, S, Ritual Casting Time: 10 minutes (contingency)
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Range: Touch Target: Creature touched Duration: 33 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 990,000 gp, 20 days, 39,600 XP. Seeds: fortify (DC 27), fortify (DC 27), fortify (DC 27). Factors: Increase save DC of any three spells during the duration by +9 (ad hoc +36), contingent on specific trigger (+25), add evil descriptor (ad hoc +2), increase duration by 65% (+2). Mitigating Factors: Increase casting time by 9 minutes (-18), two additional casters contributing 5th level spell slots (-18). The caster speaks aloud in the Dark Speech whilst drawing infernal symbols in the air, the ritual participants chanting words of power all the while. Throughout the casting time, a dark mist gathers at their feet, sparked periodically by flashes of red lightning and cold blue flames. At the end of the casting, the ritual participants sacrifice one fifth level spell each, whereupon the mist becomes entirely charged with the cold blue flames. Forming unholy symbols, the blue-black mist is drawn into the primary caster’s body. Thereafter, at any point within 33 hours of casting, the primary caster can add +9 when setting the save DC for any three spells that she casts. Each time when doing so, black frost spiderwebs across her hands and feet, melting away at the end of the spell’s casting time. Lilith’s Life Siphon Necromancy [Evil] Spellcraft DC: 102 Components: V, S, XP Casting Time: 10 minutes Range: 60-ft Area: 60-ft radius emanation, centered on the caster Duration: 60 hours Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 918,000 gp; 19 days; 36,720 XP. Seeds: drain (DC 23), fortify (DC 17), transform (DC 21). Factors: change target from touch to 20-ft radius emanation (+14), increase area by 200 % (+8), allow caster to decide each round what ability to drain, or whether to instead deal energy drain (ad hoc +6), increase damage die by 3 steps (+30), allow duration to be set by the fortify seed (ad hoc +13), increase ability drain by 2 points (+8), increase duration by 200% (+4). Mitigating factors: increase casting time by 9 minutes (-18), burn 2,400 XP (-24). Speaking in a measured cadence, the caster opens her arms to the earth beneath, and demands the power of those that walk it. An inky cloud, half-hidden from vision, permeates the area of effect, centered on the caster. Any living creature that enters the cloud has its life steadily siphoned away. The caster can decide round by round what ability score the cloud will drain, or whether the cloud will instead deal energy drain. Each creature within the area of effect is entitled to a Fortitude saving throw to take only half damage of 4d4 points of ability drain, or 4d4 negative levels. Failure, of course, means that the creature takes the damage in full. The drain dealt to each creature is tabulated separately, and the caster receives an enhancement bonus to
an ability score equal to one quarter of the amount drained from a particular creature. Thus if Lilith were to cast this spell and drain 13 points of Strength from a human paladin, she would gain a +3 enhancement bonus to Strength for the duration of the spell. If an elven wizard entered the area of effect in the next round, so that both the wizard and the paladin took 8 points of Strength damage, she would gain an enhancement bonus to Strength of +5 (one quarter of the 21 points of Strength drain dealt in total to the paladin). Enhancement bonuses granted in this fashion last for 20 minutes. In the case of energy drain, the caster receives 5 temporary hit points for each negative level bestowed upon a creature. Temporary hit points granted in this fashion last for 20 minutes. The negative levels last for 24 hours, at which time the affected creature must make another Fortitude save for each negative level received (at the spell’s original save DC), with success meaning that the negative levels disappear. A failure converts the negative levels to actual level loss. XP Cost: 2,400 XP. Long Arm of the Treacher Clairsentience Psicraft DC: 115 Display: None Manifesting Time: 10 minutes Range: See text Effect: Magical sensor Duration: 20 minutes (D) Saving Throw: None Power Resistance: No To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seed: reveal (DC 19). Factors: allow manifester to both see and hear through sensor (+2), manifest any powers using sensor as origin point (+6), no display (+4), free manifester from the need to maintain line of effect to the sensor in order to cast spells through it (x10). Mitigating factors: burn 16,700 XP during manifesting (-167), increase casting time by 9 minutes (-18), only allow sensor to exist within the being of a creature under the effects of the trojan curse epic power (ad hoc –10). The manifester can only use this spell in conjunction with the trojan curse epic power. With the target creature firmly in the grip of the trojan curse, the manifester calls on his power over such a creature to manifest a magical sensor within said creature. The manifester is thereafter able to see and hear as if in the place of the target creature for the duration of the spell. Using the sensor as a focal point, the manifester is able to manifest powers through the target creature for the duration of the power. Leviathan is the author of this power, and its greatest wielder. XP Cost: 16,700 XP. Lure of Loquacity Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 93 Components: V Casting Time: 1 standard action Range: 75 ft. Area: 20-ft. radius Duration: 99 hours (D)
Saving Throw: Will negates Spell Resistance: Yes To Develop: 837,000 gp, 17 days, 33,480 XP. Seeds: compel (DC 19). Factors: 1-action casting time (+20), no somatic component (+2), change target to 20-ft. radius area (+2), increase spell’s saving throw DC by +20 (+40), dismissible by caster (+2), increase duration by 495% (+10). Originally designed by Murmer, Duke of Philosophy, the caster of this spell calls on those within the target area to speak their minds, and leave nothing out. All those within the area of effect who fail a Will save with a +20 bonus to the usual DC, find themselves speaking aloud regarding all their thoughts, and doing so with more words than are absolutely necessary. Communication or other activities that rely on speech takes three times as long as usual (and thus spells with verbal components take three times as long to cast, generally three standard actions). In combat, creatures under the influence of the spell will clearly reveal what their tactics are as they go about their maneuvers. Bluffing becomes impossible; the use of Diplomacy and Intimidate may likewise be affected at the discretion of the DM, and depending on the affected creature’s real feelings about those with whom he treats. Mephistopheles’ Frore Blast Evocation (Cold) Spellcraft DC: 144 Components: V, S, XP Casting Time: 1 action Range: 90 ft. Area: A cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes To Develop: 1,296,000 gp; 26 days; 51,840 XP. Seeds: drain (DC 19), energy (DC 19), transform (DC 21). Factors: increase cold damage by 56d6 (+112), increase Dexterity damage by 14 (+56), transform affected creatures into chunks of ice (+10), 1-action casting time (+20), change area to 40-ft cone (+2), increase area by 125% (+5), increase spell’s saving throw DC by 20 (+40). Mitigating factors: burn 15,000 XP during casting (-150), caster takes 10d6 points of backlash damage (-10) There are few creatures in creation that can withstand the effects of the frore blast. Drawing on the cold that existed in the nothingness before creation, the caster forces that energy outwards in a 90-ft cone directly before him, transforming the landscape into so much ice. Creatures caught within the cone take 66d6 points of cold damage, 18 points of Dexterity damage, and are transformed into statues of ice and frost. A successful fortitude save halves the cold and Dexterity damage, and negates the transformation effect. Creatures immune to cold still take the Dexterity damage and are still subject to being transmuted into ice. Objects are likewise affected (although attended or magical objects are entitled to a Fortitude save to take partial damage only). The cold that courses through the caster is so intense that it likewise deals 10d6 points of damage to the caster; this cannot be avoided in any fashion. Mephistopheles often casts this after his opponents have been struck with the epic spell first taste of winter.
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For the duration of the spell, the target creature is treated as shaken.
XP Cost: 15,000 XP Miasma of Hatred Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 81 Components: V, S, XP Casting Time: 1 action Range: 300 ft Area: 90-ft radius Duration: 20 minutes Saving Throw: Will negates Spell Resistance: Yes To Develop: 729,000 gp, 15 days, 29,160 XP. Seed: afflict (14). Factors: change from target to 20-ft radius area (+15), increase area by 350% (+14), increase penalty on attack rolls, checks and saving throws by 7 (+42). Mitigating factors: burn 400 XP during casting (-4) This spell allows all living creatures in a 90-foot radius to feel of the caster’s hatred and disdain, the centerpoint being anywhere within 300 feet of the caster. The caster first wounds himself whilst pronouncing woe upon those to be targeted. From his wound, a portion of his hate tears forth, springing towards the target area like lightning the color of blood. Upon reaching the designated epicenter, the missile of hate and oppression explodes, forcing all living creatures within the area to make a Will save or suffer a –9 penalty on attack rolls, checks, and saving throws. XP Cost: 400 XP Oppress Enchantment (Compulsion) [Mind-affecting] Spellcraft DC: 99 Components: V, S, XP Casting Time: 1 action Range: 150 ft. Target: 1 living creature Duration: 20 hours Saving Throw: Will negates Spell Resistance: Yes To Develop: 891,000 gp, 18 days, 35640 XP. Seeds: afflict (DC 14), compel (19), dispel (DC 19), transform (DC 21). Factors: One action casting time (+20), range increase 100% (+2), compel unreasonable actions (+10), increase on dispel check of +20 (+20). Mitigating Factors: burn 2,600XP (-26). Upon casting this spell, the caster makes the sign of the evil eye whilst commanding the target to serve him unquestionably. The target creature is first targeted by a dispel magic check (1d20 + 30) to negate any ongoing effects that protect against mind-affecting spells. Assuming any such wards are removed, the target creature is forced to make a Will save, otherwise doing the bidding of the caster for the next 20 hours. Should the target be commanded to perform some action that he would normally consider reprehensible, or that is self-destructive in nature, he does not gain an extra Will save to avoid the compulsion – any command given to the affected creature will be obeyed to the best of the creature’s ability. Creature’s with an intelligence score usually unaffected by mind-affecting spells become susceptible to this spell and other mind-affecting effects for the duration of the spell.
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XP Cost: 2,600 XP. The Serpent’s Sibilant Whisper Enchantment (Charm) [Evil, Mind-Affecting] Spellcraft DC: 126 Components: V, XP Casting Time: 1 standard action Range: See below Target: One creature Duration: 9 days Saving Throw: Will negates Spell Resistance: Yes To Develop: 1,134,000 gp; 23 days; 45,360 XP. Seeds: charm (DC 14), compel (DC 19), contact (DC 23). Factors: one action casting time (+20), communicate regardless of language (+4), conceal enchantment (ad hoc +18), 9 day duration (+21), no somatic component (+2), unwilling victim (ad hoc +20), increase save DC for antithetical actions by +1 each day over 8 days (ad hoc +8), effectively increase final save DC to resist becoming a thrall by an additional +9 (+18), specified and difficult removal process (ad hoc +10). Mitigating Factors: burn 4,900 XP (-49), caster possesses the Dark Speech feat (ad hoc -2). One of The Overlords favorite forms of Forbidden Magic, the serpent’s sibilant whisper allows him to tempt any and all beings, even across planar boundaries. He knows well that in the hearts of all beings that there is a degree of evil and the desire to control the destinies of others. The Lord of the Nine has uncovered many ways to awaken these attitudes and this is one of most insidious means in doing so. However, due to his time spent ruling the Nine Hells of Perdition, Asmodeus has given knowledge of this terrible spell to the greatest of his Cardinals over the years. Now, those with the money and the desire have the capacity to learn this terrible spell. Serpent’s sibilant whisper may be cast so long as the caster knows the name and general identity of the intended victim. The spell may reach the victim anywhere save places designated as “dead magic areas” (although the usual rules on epic magic apply within an anti-magic field or similar), within a divine shield, or within the realm of a cosmic entity or god (except on a successful opposed rank check). The victim receives a Will save to avoid the attack; the only indication the victim receives of an attack is a momentary feeling of something slithering up her body and constricting her. If the victim fails the saving throw, for the next nine days, she is charmed by the voice in her head. The voice always sounds like the victim’s and is often perceived as typical thinking, although with a certain degree of insistency that feels almost like a sixth sense. The caster, for his part, may now see and hear what the victim sees and hears, although that is the extent of his sensory knowledge of the victim’s condition. The caster may offer suggestion and advice to the victim as per the charm seed with the exception of saving throw modifiers. If the whispered advice offers the victim an option antithetical or immoral to the victim’s alignment, she receives a Will save to avoid the effect. For each day that the victim’s soul is constricted by the serpent, the Will save DC to overcome ethical and/or
moral issues increases by +1. Either way, the usual goal of the casting of this spell is to lead the victim down a dark path and into damnation. Thus, every three actions the victim undertakes that directly perpetuate Lawful Evil principles result in the victim’s alignment shifting one step closer to Lawful Evil. For example, if the victim is convinced to allow the assassination of a Lawful Neutral judge, thereby paving the way for a thieves’ guild leader to get away on a technicality of the law, the action (or inaction, in this case), counts as Lawful Evil for the purpose of this spell. If and when the victim becomes Lawful Evil, she gains one last save with a -9 penalty (this stacks with the daily increases on the DC). If she fails, not only does she become Lawful Evil permanently, she also becomes a permanent thrall to the caster, even if she does not know this explicitly. It is very difficult to identify and overcome this terrible spell. Any attempt to discern enchantment effects, like the use of Sense Motive, are confronted by a -9 penalty on the check per day that the victim is under the influence of the serpent. True seeing may be used to identify the spell, but only if the intended purpose is to find some force controlling or manipulating the victim; even so, true seeing only offers a 33% chance of revealing anything unusual. Once this spell is identified, the examiner sees a large, reddish, serpentine shadow on the victim. For more recent castings or for victims who have overcome the temptations, the snake is small and perched at the shoulder near the ear; older castings or those in which the victim has gone almost completely into the lure of Lawful Evil, the serpent’s coils are wrapped around the victim’s body, its tongue lodged in the victim’s ear. Once the serpent is uncovered, only greater restoration followed immediately by a miracle can cancel the effect (it is possible that the caster will notice what is going on if he has Sense Motive and/or Spellcraft). XP Cost: 4,900 XP. Soul Hold Transmutation (Calling) [Death, Evil] Spellcraft DC: 80 Components: V, S, M, F, XP Casting Time: 9 minutes Range: Touch Target: One living creature touched Duration: Permanent Saving Throw: Will negates (see text) Spell Resistance: Yes (see text) To Develop: 720,000 gp; 15 days; 28,800 XP. Seeds: afflict (DC 14), contact (DC 23), slay (DC 25), summon (DC 14), transform (DC 21). Factors: change target to creature touched (+4), transfer a portion of the target’s soul to a receptacle (ad hoc +5), afflict target so that they are dazed or sickened at the caster’s choice (ad hoc +4), increase spell’s saving throw DC by 20 (+40). Mitigating factors: increase casting time by 8 minutes (-16), burn 5,000 XP at time of casting (-50), requires an expensive focus (ad hoc –2), requires a difficult material component (ad hoc –2) Soul hold, like non-epic spells such as mark of justice, can generally only be performed on targets that are willing (compelled creatures count as willing) or restrained. The caster must have on hand a gemstone set within a gold or silver stylized cage to the value of 18,000 gp;
this will be the receptacle for the stolen portion of the target’s soul. For nine minutes the caster speaks the arcane words of binding, touching the target periodically with the focus, and slowly drawing out some of the essence of the target’s soul. At the climax of the spell, the caster pierces the skin at the back of the target’s hand (or a similar, appropriate appendage), so that the blood runs over the cage and gem. Simultaneously, he expends 5,000 XP to seal the effect of the spell. An unwilling target is entitled to a Will save (DC = 40 + the caster’s relevant spellcasting ability score modifier) to negate the effect, but willing targets, or targets who are Soulsworn to the caster, are automatically affected. From that time on, the caster is able to do certain things to a creature over which he has a soul hold, so long as he is touching the gemstone focus. Firstly, he can afflict the creature’s soul in a most unpleasant manner, leaving the target creature dazed or sickened. Secondly, he can sense the whereabouts of the creature perfectly, and can speak with the creature by means of telepathy over any distance, even over planar boundaries. Finally, the caster can kill the creature with no save, although this ends the spell. The soul of the creature passes in its entirety through the gem before passing on to its proper plane of existence (this does provide a window of opportunity to entrap the soul and prevent resurrection, although other magicks must be used to accomplish such a thing). By means of these things, the caster can often obtain the services and obedience of the target creature, if only out of fear for the welfare of its eternal soul. Rumor has it that this spell was first developed by Mephistopheles, Lord-Regent of Cania. XP Cost: 5,000 XP. Summoning Sanctuary Abjuration Spellcraft DC: 80 Components: Components Casting Time: 1 minute Range: Touch Effect: 30-ft. spherical emanation Duration: 24 hours Saving Throw: None Spell Resistance: Yes To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: ward (DC 14). Factors: increase area of effect by 200% (+8), increase bonus on caster level check to overcome spell resistance by +20 (+40), determine creature type to be warded against at the time of casting this spell (ad hoc +4), prevent spiritual wounds within summoning area (ad hoc +14). This spell creates an area in preparation for summoning a powerful creature. Proof only against physical attacks, it prevents the next summoned creature, and all other creatures of that type summoned into the area for the duration of the sanctuary, from leaving a 30-foot spherical emanation area by any means. The summoned creature may be able to break past the barrier by means of its spell resistance, in which case the caster makes a caster level check with a +20 bonus. Additionally, the typical effects of summoning a powerful cosmic entity to the Prime are ignored if the creature is summoned within a summoning sanctuary. Thus summoning or calling a Duke of Hell to the Prime in
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conjunction with this spell has none of the ill effects mentioned in Chapter One. Trojan Curse Telepathy (Compulsion) [Mind-Affecting] Psicraft DC: 115 Display: None Manifesting Time: 1 round Range: 75 ft. Target: One living creature Duration: 1 week Saving Throw: Will negates Power Resistance: Yes To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seeds: compel (DC 19), conceal (DC 17). Factors: unobtrusive (ad hoc +6), manifest as a full-round action (+18), conceal from magical or psionic detection (+6), compel creature to follow unreasonable course of action (+10), increase duration by 740% (+15), no display (+4), increase power’s save DC by 10 (+20) The manifester concentrates on the desired target, willing into existence a hidden presence within the target’s being. If the target fails a Will saving throw (save DC 30 + manifesting ability modifier), he can thereafter be compelled by the manifester to do anything at the caster’s whim, from any distance, even across planes. As with the non-epic spell dominate person, the caster can concentrate on the spell as a standard action to receive full sensory input as interpreted by the mind of the subject (the caster cannot actually see or hear at the target’s location, but has a good idea of what is happening there). The compulsion is unobtrusive, and is usually left latent until some point where the target’s “treachery” is of greatest potential efficacy. The trojan curse can only be detected by divinations if the caster of the divination succeeds on a caster level check against the manifester of the trojan curse. The trojan curse lasts for one week, even if the target has already fulfilled the primary purpose of the manifester. However, evil psions tend to compel those under the effect of the trojan curse to kill themselves once their task is finished. The Prince himself, Leviathan, first developed this epic power. Tyranny Enchantment (Charm) [Mind-Affecting, Evil] Spellcraft DC: 79 Components: V, S, XP Casting Time: 1 action Range: 75 ft. Target: One living creature Duration: 33 hours Saving Throw: Will negates and Fortitude half; see text Spell Resistance: Yes To Develop: 711,000 gp; 15 days; 28,440 XP. Seeds: charm (DC 14), afflict (DC 14), drain (DC 19). Factors: 1 action casting time (+20), increase duration by 165% (+4), deal Constitution damage every time a request is refused (ad hoc + 20), afflict target with pain every time a request is refused (ad hoc +20), increase penalty on attack rolls, checks, and saving throws to –4 (+12), threatening act against charmed creature does not end the spell (ad hoc +4), add evil descriptor (ad hoc +2). Mitigating factors: Burn 5,000 XP during casting (-50).
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The caster draws up to her full height, and her appearance becomes fearful as she commands the targeted creature to obey her or writhe in agony. A malicious, dark energy darts from her outstretched hands to strike at the target, who is then entitled to a Will save. A successful save at this juncture negates all further effects. Should the subject fail, they look on requests that the caster makes in a most favorable manner. Should the caster request something that the target would not usually do, he can choose not to do so, but must immediately make a Fortitude save at the original DC or take 4 points of Constitution damage and suffer such intense pain that he takes a –4 penalty on attack rolls, checks and saving throws. A successful Fortitude save halves the damage and the penalty. The pain effect continues until the request has been agreed to, and the target begins to undertake activity to fulfill the request. Powerful devils have been known to use this spell to deliberately condition captors to undertake evil tasks of their own free will, and thus pervert any goodness the captor may have had. In many cases, this scenario pleases the devil more than simply quashing the subject’s will. This spell has been used so extensively by the personal servants of Asmodeus that many consider him to be the author of this dread magick. XP Cost: 5,000 XP.
New Incantations Rite of the Diabolical See Transmutation [Evil] Effective Level: 9th Skill Check: Knowledge (religion) DC 33, 9 successes Failure: Death Components: V, S, M, XP, Special Casting Time: 90 minutes Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: No An ancient incantation, the purpose of the Rite of the Diabolical See is to unlock in the caster truly fiendish power. Attempted (successfully, at least) only by the most powerful Cardinals of Asmodeus, the incantation is a private affair, the secrets of which are unlocked as the caster advances in the unholy priesthood of the King of Hell. The Lord of the Nine does not make it easy to seek his favor by means of this rite. For those who fail to cast the incantation precisely (or who do not gain the favor of Asmodeus), death awaits (although a successful Fort save DC 23 means that the caster instead takes 9 points of Constitution drain and is exhausted). Furthermore, the incantation can only be cast in the midnight hour during a new moon. The sky must be wreathed in cloud, and the invocant must conduct the rite in a desecrated area. Nine fires are lit in a circle surrounding the caster, while the invocant stands within a shallow pit (3 feet deep) exactly central to these pyres. The invocant appeals to Asmodeus for his blessing nine times, each time calling on the King of Hell by one of his nine titles. Upon uttering his final appeal, the caster is caught up
in dark flames that leap from within the pit. It is at this time that he knows whether his prayers have been answered or not; for those whom Asmodeus approves take no harm at the flames, instead finding themselves imbued with great power (see Chapter 3 for further details). All others are harmed as detailed above. Material Components: Rare incense and the blood of celestial creatures to the value of 33,300gp XP Cost: 500 XP Special Requirement: The caster of the incantation must have at least 10 levels in the Cardinal of Asmodeus prestige class. Usually, this is the only way that a character can discover the exact phrasings and so forth to cast the incantation. Those without the prerequisite level of advancement in the unholy priesthood can still attempt the invocation, but there is no chance of success (i.e. the incantation will automatically fail, with consequences as detailed above). Unholy Supplication Divination [Evil] Effective Level: 6th Skill Check: Knowledge (the planes) DC 21, 6 successes Failure: Attack Components: V, S, M, SC, B Casting Time: 60 minutes Range: See text Target: Personal Duration: 12 minutes Saving Throw: None Spell Resistance: No This incantation is used to contact and speak with a particular Courtier of Perdition. The rite must be performed in the hours before dawn, so that upon completion of the necessary protocols, the chief supplicant has less than 33 minutes before the sun rises. Eight additional casters are required for this incantation, and each caster (including the primary one) must burn 66 gp worth of incense in unholy censors during the invocation. No image is formed of the devil being sought; however, successful casting of the unholy supplication enables communication between the primary caster and the Courtier for 12 minutes. This tête-à-tête is most often used to enable the supplicant to swear oaths of fealty to the Courtier (see the Devotee of Darkness feat in Chapter 3), but is also used to ask questions of the Courtier or to report on services performed for the Courtier. At the end of the duration, the primary caster is exhausted and automatically contracts the disease devil chills. In the event that the incantation is not performed perfectly, the caster finds himself attacked by a summoned kyton (as if by summon monster VI as cast by a 12th level sorcerer).
New Magic Weapon Enhancements Demon Bane: A demon bane weapon excels at attacking demons. Against such foes, its effective enhancement bonus increases by +3, and it deals an additional +3d6 points of damage. Bows, crossbows and slings so crafted bestow the bane quality upon their ammunition. Moderate Conjuration; CL 12th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.
Demon Dread: As with a demon bane weapon, a demon dread weapon excels at attacking demons. Against such foes, its effective enhancement bonus increases by +6, and it deals an additional +6d6 points of damage. If it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) Bows, crossbows and slings so crafted bestow the bane quality upon their ammunition. Overwhelming Conjuration; CL 24th; Craft Magic Arms and Armor, summon monster IX; Price +7 bonus. Hellfire: Upon command, a hellfire weapon is sheathed in vicious flames. The hellfire does not harm the wielder. The effect remains until another command is given. A hellfire weapon deals an extra 1d6 points of damage on a successful hit. This damage is profane in nature, and not subject to resistance. Ranged weapons so crafted bestow the hellfire energy on their ammunition. Moderate Evocation; CL: 10th; Craft Magic Arms and Armor, hellfire; Price +2 bonus. Hellfire Blasting: On command, a hellfire blast weapon is wreathed in black or blood-red flames (this deals no damage to the wielder). On any hit, the fire bursts forth, dealing +3d6 points of bonus hellfire damage. On a successful critical hit it instead deals +6d6 points of hellfire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4, etc.). Bows, crossbows, slings, and other ranged weapons bestow the bonus hellfire damage upon their ammunition. Overwhelming Evocation; CL: 22nd; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, hellfire storm; Price: +7 bonus. Hellfire Burst: A hellfire burst weapon functions as a hellfire weapon that also explodes with hellfire on a successful critical hit. In addition to the extra damage from the hellfire ability, a hellfire bust weapon deals 1d10 points of hellfire damage on a successful critical hit. If the weapon's critical modifier is x3, add an additional 2d10 points of damage instead, if the multiplier is x4, add an additional 3d10 points of hellfire damage. Ranged weapons so crafted bestow the hellfire energy on their ammunition. Even if the hellfire ability is not active, the weapon still deals extra damage on a critical hit. Moderate Evocation; CL 12th; Craft Magic Arms and Armor, hellfire storm; Price +3 bonus. Humiliating: A humiliating weapon deals 1 point of Charisma damage from the degradation of self worth it inflicts when it hits a creature. On a critical hit, this damage is instead 1 point of permanent Charisma drain. Moderate Evocation; CL 10th; Craft Magic Arms and Armor, dread word; Price +3 bonus. Note: Some weapons with this quality attack the physical appearance of the creature struck, inflicting ugly wounds. These are known as scarring weapons, but the effects are otherwise identical. Cursed Item Quality—Helltouched: One in every hundred of devil crafted items is helltouched. This curse deals 1d10 points of fire damage to its wielder or wearer (and only the wearer) every round. While is not a con-
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cern to devils, it can be a horrible surprise for the mortal who dons a bracer or guantlet so cursed. Even demons not immune to fire tend to avoid these items, as it weakens their own innate resistance. As much as devils would like to make this curse more prevalent, it is merely a side-affect of their creating magical items.
New Materials Soulsteel: This material is made from the extracted souls of the damned. Forged through vile practices into a solid form, this material is extremely hard and deadly. Weapons fashioned from soulsteel deal one point of permanent hit point loss on a critical hit. Armor fashioned from soulsteel provides damage reduction 2/-, which stacks with damage reduction from other sources. Soulsteel has 30 hit points per inch of thickness and hardness 15. Table 2-1: Pricing for Soulsteel Items Type of Soulsteel Item
5,000gp
Medium Armor
10,000gp
Heavy Armor
15,000gp
Weapon
3,000gp
Ammunition
60gp
Hellforge Iron: This dark metal is created by using a cold forging process coupled with a tempering of the blade through hellflames. This material is highly valued in the Blood War, because the forging process makes it extremely deadly to demons. When used against demons, weapons crafted of hellforge iron have the critical multiplier increased as noted in table 2-2 below. Hellforge iron penetrates damage reduction as cold iron. It has 30 hp per inch of thickness and hardness 20. Table 2-2: Adjusted Critical Multipliers for Hellforge Iron (vs. Demons) Old Multiplier
New Multiplier
x2
x3
x3
x5
x4
x7 Table 2-3: Pricing for Hellforge Iron Items
Type of Hellforge Iron Item
Item Cost Modifier
Light Armor
3,000gp
Medium Armor
6,000gp
Heavy Armor
9,000gp
Weapon
2,500gp
Ammunition
50gp
Delay Scrolls: These scrolls are identical to normal magical scrolls, except that, when created, a delayed time of effect is incorporated by the creator. Delay scrolls are activated as per normal scrolls, but do not take immediate effect. Delays of as short as 6 rounds, and up to as long as a day are possible. Casting dispel magic or counterspelling can take place anytime from the time the scroll is activated until it actually comes into effect. Spells that specifically target a creature or group of creatures cannot be delayed; only area affect spells can be made into a delay scroll, and the area of effect is always centered on the scroll itself. Delay Spell, Scribe Scroll; Price: Treat the spell level as being two levels higher than normal, and increase the final price by 20%. Styx Collar: This magical collar wrought of adamantine and soulsteel keeps the pernicious effects of the Styx at bay. The collar also provides immunity to any waterbased attacks (note: natural effects such as rough water, or drowning, do not count as attacks), including holy water; however, contact with holy water neutralizes the collar for six hours, leaving the wearer open to future water-based attacks (and fully susceptible to the effects of the Styx). Faint abjuration; CL 3rd; Craft Wondrous Item; avoid planar effects, protection from positive energy; Price 15,000 gp.
Item Cost Modifier
Light Armor
New Magic Items
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New Minor Artifacts Mark of the Dark Ministry: Upon being appointed to the Dark Ministry, a pit fiend is granted a Mark of the Dark Ministry. The Mark not only identifies its wearer as one of the supreme generals of the Legions of Hell, it also confers tremendous power. The Mark of the Dark Ministry grants its wearer a +9 bonus to saves against the spell-like and supernatural abilities of demons and other Chaotic Evil creatures. When traveling beyond Hell, the wearer is resistant to attempts to return him or her to the Pit: within the Depths Below or within the Mortal Coil, the wearer cannot be forcibly returned to Hell through the use of magic such as word of chaos or holy word, feats such as Planar Turning, or any special ability to censure fiends. When in other Realities, the wearer receives a +9 bonus to any saving throws against such attempts that allow one. With turning or censure attacks, the attacker takes a -9 penalty to the checks. The wearer gains a basic saving throw against attacks that do not allow a save. The Mark of the Dark Ministry confers additional powers against diabolical beings. At will, the Minister may use greater command on any other devil; the devil receives no save nor does its spell resistance apply. Three times per day, the Minister may use dominate monster on any other devil; again the devil receives no save or spell resistance against the ability. The caster level for these powers is 27th. Pit fiends are allowed Will saves (DC 27) to resist. Dukes of Hell and higher ranking devils are immune to these abilities. Those bearing the Mark can cast the epic spell accursed as a spell-like ability 3/day. The Mark drains the
user of 900 XP each time this ability is used. Finally, the Mark bolsters diabolical troops within 90 feet of the Minister. All troops receive the same resistances against attempts to being returned to Hell when in another Reality as described above; furthermore, all troops (including the Dark Minister) find that their summoning ability is doubled in terms of % of success and the number of devils that can be summoned. The Mark of the Dark Ministry appears as a simple pentagram forged from cold iron drawn from the blood of thousands of humanoid creatures. The pentagram rests on circle of black leather crafted from the protoplasmic remains of a balor; the circle is trimmed with the molted feathers of a solar’s wings. Precisely who made the Marks is unknown, but common theories suggest Astarte, a former Lord of the First, or The Overlord himself. When awarded to a newly promoted Dark Minister, the Mark magically and painfully stitches itself into the breast of the pit fiend. Although it can be hidden from non-diabolical beings, devils and other “natives” of Hell (including petitioners and gods) automatically sense the power of a Mark of the Dark Ministry. Strong Abjuration, Strong Conjuration, Strong Enchantment; CL 21st; Weight: 1 lb. Rod of Tyranny: Each Governor of a major city in Hell receives a rod of tyranny. These minor artifacts not only reflect the station of the Governor in Hell, but they also confer great power to the wielder. A rod of tyranny may be wielded as a +3 axiomatic, unholy great club. Once per day, the Governor can call on the rod to exchange either its axiomatic or unholy quality for another magical quality of equal or lesser value; this change lasts for 9 rounds. Three times per day, the rod of tyranny may be used to cast tyranny as
though by a 21st level Sorcerer; the Will save DC is 28. Finally, the rod of tyranny can be used once per day to close all gates and portals in the city to which it is attuned; to make matters worse, all beings within 90 feet of the rod (except for the wielder) are under the effects of dimensional anchor for 9 rounds (spell resistance does not apply against this effect). A rod of tyranny is a gargantuan rod of glimmering ebony cold forged from iron drawn from the blood of thousands of humanoid beings. The body of the rod is cluttered with glowing, red runes in the Infernal tongue while its tip is crowned with a golden pentagram. It may only be wielded by beings with Lawful Evil alignments; other beings suffer three negative level while carrying the rod. Strong Evocation; CL 21st; Weight 10 lbs.
Summoning a Power of Hell Of all the Powers of Hell, the Duke is the most frequently summoned to the Prime Material. Although ranking lower than an Arch-Devil and Lord-Regent, a Duke is far less likely to destroy obviously weak conjurors because a Duke is always looking for an opportunity to increase its access to mortal souls and reaps a great deal more from mortal interaction than the higher ranking devils. There are a fair number of mortals who seek to treat with a Duke of Hell, knowing full well what they risk in such a venture because of the potential of great reward. Indeed, there are even those who will summon a Duke with the intent of destroying the creature (incidentally and unsurprisingly, it is among this number that the best summoning techniques have been developed). Yet, in all cases, the presence of a Duke of Hell will at the very
The Price of Failure The incantation of the pit is not without its dangers. In the event that the incantation goes awry, a fiendish servant appears to attack the casters, or generally cause havoc on the Prime. Because the fiend is called to the Prime, rather than summoned, it remains until it wishes to leave, or until it is banished. As a general rule, the more powerful the Duke summoned, the more dangerous the fiend that is sent in his stead if the incantation is performed incorrectly. The table below gives the base creature (or creatures) sent in the stead of a Duke upon the failure of the incantation of the pit, along with appropriate scalings of power for Dukes more powerful than usual (the scaling column dictates what the CR increase of the called creature should be in relation to the relative ‘overpower’ of the Duke summoned). Thus, when using the incantation of the pit to summon Abigor, a CR 35 Duke of Hell from Avernus, his challenge rating is ‘overpowered’ for his layer by 4 points, and so the barbazu called should increase in terms of its challenge rating by 2 points (+1/2 per point of overpower, or ½ x 4 = +2). This increase can be done in whatever fashion seems most appropriate to the DM (e.g. increase the barbazu’s HD by 4 in the example given, or call a second barbazu). Duke’s Layer of Origin
Duke’s Assumed CR
Creature Called
Scaling
Avernus
31
Barbazu (advanced to 12 HD)
+1/2 CR
Dis
32
Erinyes (advanced to 12 HD)
+1/2 CR
Minauros
33
Kyton (advanced to 14 HD)
+1/2 CR
Phlegethos
34
Fallen Astral Deva
+3/4 CR
Stygia
35
Barregon
+3/4 CR
Malbolge
36
Cornugon
+3/4 CR
Malodomini
37
Fallen Planetar
+1 CR
Cania
38
Gelugon
+1 CR
Nessus
39
Pit Fiend
+1 CR
30
least impact the life of the conjuror if not an entire area once any form of summons is completed (see Chapter One). Generally, summons require a significant length of time to complete, which is why a Duke rarely finds itself in a situation in which it is interrupted when brought into the Prime. It is also important to note that a Duke typically only offer boons after it has been summoned to the mortal coil. First, the Duke knows how difficult it is for mortals to breach planar boundaries in the process; it is also aware of the degree of sacrifice necessary for a successful calling. Both of these factors indicate how serious (and foolish) the mortal is about establishing a contract. Second, a Duke knows full well that once a summons takes place, a certain radius within the summons will suffer a spiritual wound for a relatively long period of time, increasing the chance of the Duke’s (or the Duke’s servants) return to the Prime. These two factors prove to the Duke that a contact is a very likely end result of a summons, thus making the excursion to the mortal coil a worthwhile investment of time (and risk) for the Duke. There are three primary ways to bring a Duke of Hell into the world:
• Incantation of the Pit: This powerful incantation allows the uninitiated to summon a Duke of Hell to the Prime, but entails the greatest amount of risk for the conjuror and the world at large. • Circle of the Nine Pits: The most traditional means to summon a Duke of Hell, the circle of summoning generally protects the conjuror(s) and reveals to the Duke that a potentially lucrative deal is around the corner. However, the cost for this summons is steep and almost guarantees that the conjuror’s soul is seeped in evil before its casting. • Circle of Locking the Nine Gates: The most powerful of the summoning methods, the circle of locking is used by those seeking to either bind a Duke of Hell to service or those seeking to destroy or permanently banish a Duke of Hell. This method runs the greatest risk for both the conjuror(s) and the Duke, but guarantees the greatest rewards for the conjuror(s)… at least for a time. It is worth repeating that not a single one of these means is fool or tamper-proof and that none of them completely eliminate the adverse impact of a Power’s presence in the Prime (as described in Chapter One). Those concerned about the effect of a Power’s presence in the Prime may make use of summoning sanctuary (see above) or similar protections, in addition to the usual precautions. Incantation of the Pit (cooperative incantation) Conjuration (Calling) Effective Level: 9th Skill Check: Diplomacy DC 27, 1 success; Knowledge (arcane) DC 27, 3 successes; Knowledge (the planes) DC 27, 3 successes; Knowledge (religion) DC 27, 2 successes. Failure: Attack Components: V, S, M, XP, SC, B Casting Time: 9 minutes Range: Touch Target: You
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Duration: Instantaneous Saving Throw: None Spell Resistance: No Through foul rites, steadfast adherence to obscure cosmic laws, and supplication to the powers of darkness, incantation of the pit allows the caster to open a seething rift between the Realities Beyond to call on one of Dukes of Hell. Despite its relative ease in casting, incantation of the pit is far less likely than its Forbidden Magic counterpart to conclude successfully for the caster. The incantation of the Pit requires that the casters (of which there can be up to nine) create two magic circles of protection against evil with silver dust on subterranean, unhallowed ground within an hour before midnight. They must leave at least nine feet of space between the two magic circles. Then, by chanting infernal rites within the center magic circle, the casters must beseech the appearance of a given Duke of Hell, announcing all the appropriate titles and associations of the Duke in order to draw its attention. The casters must name the proper magicks with which the Duke identifies, the Realities with which the Duke is associated, and finally the ideals the Duke upholds. When the incantation is complete, utter darkness encompasses a 90-foot radius extending from the center magic circle of protection against evil for one minute after which the Duke or the Duke’s lackey appears within the space between the two magic circles (therefore, it is important that the casters can see in magical darkness or can dispel it as per the Duke’s spelllike ability caster level). The Duke’s appearance may or may not be accompanied by appropriate spectacle depending on the nature of the Duke; regardless, the appearance of a Duke of Hell is a terrible psychic experience that scars the soul of those that witness the arrival. Once the Duke appears, it can remain on the Prime Material for up to 9 minutes, although it has the right to return to Hell at any time prior. The Duke is under no compulsion to be honest or polite with the casters; however, the Duke is unable to take any hostile action unless the Duke is attacked or a caster (or something else) breaches either magic circle of protection. At the end of the time frame, the Duke will depart with the appropriate spectacle and the magical darkness will end. All participants will immediately contract devil chills and the caster is exhausted. Failure: Even if the casters speak each of these rites with perfection, there is only a 90% chance that the actual Duke will answer the summons and appear in person between the two magic circles of protection against evil. Each failed skill check reduces the chance for success by 10%. If there are two consecutive missed skill checks, not only is the incantation ruined, a fiendish servant (see sidebar to determine the power of the servant) of the Duke appears, and one or both (randomly selected by the DM) of the magic circles of protection against evil are broken, allowing whatever comes through the incantation of the Pit to attack PCs or flee into the unsuspecting surroundings. Material Component: 5,000 gp in silver dust to create the magic circles of protection from evil and a totem and/or materials of interest or significance to the Duke worth at least 500 gp (see the description of each individual Duke for details on appropriate material components).
XP Component: 900 XP (thus, nine casters would each sacrifice 100 XP). Backlash: The primary caster is exhausted. All participants suffer 2d6 points of Sanity damage upon the Duke’s arrival (if you are not using Sanity, then the participants suffer 1d3 points of Wisdom damage). Upon the Duke’s departure, all participants contract devil chills. The participants are not entitled to saving throws to avoid these effects. Extra Casters: Up to nine. If there is only one caster, the skill check DCs increase to 29. Circle of the Nine Pits Conjuration (Summoning) [Evil, Lawful] Spellcraft DC: 99 Components: V, S, M, Sacrifice, XP Casting Time: 9 hours Range: 75 feet Duration: 9 minutes (D) Saving throw: Will Negates (see text) Spell Resistance: Yes (see text) To Develop: 891,000 gp, 18 days, 35,640 XP. Seed: summon (DC 14), ward (DC 14). Factor: Summon a CR 29 creature (+54), summon unique creature (+60), increase duration 350% (+14), allow CR of Duke to be summoned to be increased by +1 for each additional 200 XP spent during casting (ad hoc +2), dismissible by caster (+2), two magic circles against evil (ad hoc +14 DC). Mitigating Factors: unique component (ad hoc – 9), burn 3,600 XP during casting (-40), increase casting time to 9 hours (-20), 3d6 backlash Sanity (or 2d3 Will) to the primary caster (-3 DC), crushed silver for magic circles 4,500 each (ad hoc -3 DC). A powerful example of Forbidden Magic, circle of the Nine Pits is only cast by the wealthiest, most powerful, and most desperate (or foolish) mortals. This powerful epic ritual allows the casters to summon a Duke of Hell in order to discuss potential contracts, ask questions of it, and even establish some kind of treaty or agreement with relatively small chance of the Duke breaching the wards of protection. The creation of the circle requires the same general physical requirements as the incantation of the Pit (at night and on unhallowed ground). However, it takes a great deal longer to prepare and successfully cast… not to mention it is extremely expensive. Once the arrangements are made, the caster and supporters begin the spell nine hours before midnight, offering supplications to the Powers of Hell, including appropriate sacrifices (see individual Peer descriptions in Chapters 7, 8 and 9 for further details on appropriate sacrifices and offerings). Thereafter, the casters can see Hell in their minds’ eye, giving them a final opportunity to abandon their task. If the casters continue, the two magic circles of protection from evil are empowered, one within the other. Finally, the Duke of Hell appears in a spectacle of its want within the two magic circles of protection. The appearance of a Duke of Hell is a terrible, psychic experience that scars the soul of those that witness the arrival; the primary caster immediately suffers 3d6 points of Sanity damage in addition to whatever Sanity damage the Duke deals. The Duke is present for up to 9 minutes during which time it may interact with the casters, although it has the right to return to Hell at any time prior. The Duke is under no compulsion to be honest or polite with the casters; however, the Duke is unable to take any hostile ac-
tion unless the Duke is attacked or a caster (or something else) breaches either magic circle of protection from evil. The Duke can attempt to breach the ward itself, although it would take a grave insult for the Duke to bother trying; a Duke receives a Will save DC 99 in order to breach one of the two wards one time during the duration of the summons (note that in the event that the caster attempts hostilities upon the Duke’s person, the save DC requirement to breach the ward is removed, and the Duke instead makes a caster level check to determine whether he can ignore the wards by means of spell resistance). Upon the end of the time frame, the Duke will depart with the appropriate spectacle. This spell allows the summons of the weakest known Duke of Hell, Titivulus. For more powerful Peers, the caster can burn additional XP in order to meet the CR requirement; additionally, in the case of summoning an Arch-Devil, 18,000 gp in silver is required. For a Lord of the Nine, 27,000 gp in silver is required. It is important to note that a Lord so summoned is not bound by the paltry defenses of this spell and, although unable to remain in the Prime for longer than nine minutes, can reach through the ward and do with the caster as he desires. XP Cost: 3,600 XP The Circle of Locking the Nine Gates (epic ritual) Conjuration (Summoning) Spellcraft DC: 136 or more Components: V, S, M, XP, Ritual Casting Time: see below Range: 75 feet Effect: One summoned Duke of Hell Duration: 27 rounds Saving Throw: Will negates (see text) Spell Resistance: No To Develop: 1,215,000 gp; 25 days; 48,600 XP. Seed: destroy (DC 29), summon (DC 14), summon (DC 14), ward (DC 14). Factors: summon a unique creature (DC +60), summon a CR 29 creature (+54 DC), one magic circle against evil (ad hoc +10 DC), maximized damage for destroy seed (ad hoc +10 DC), prevent regeneration from divine damage (ad hoc +2), allow no save against damage from destroy seed (ad hoc +10), allow CR of Duke to be summoned to be increased by +1 for each additional 200 XP spent during casting (ad hoc +2), alter effect of second summon seed to banish (ad hoc +2), banish unique creature (ad hoc +60), enforce banishment for 9d100 years (ad hoc +30). Mitigating factors: Eight additional casters contributing 5th level spell slots (-72 DC), 3d6 backlash Sanity (or 1d4 Wisdom damage) (-4 DC) to the primary caster, burn 9,900 XP (in equal shares from all participants) (-81 DC). One of the greatest spells designed by mortals, The circle of locking the Nine Gates allows the mighty or the misguided to accomplish a feat few dare dream of: the ability to permanently defeat a Duke of Hell. In locking the Nine Gates, casters may either banish a Duke of Hell from the mortal coil for generations (if not permanently) or may permanently destroy a Duke of Hell, forever freeing the Cosmos of its malevolence. Mighty locking the Nine Gates may be, it still requires tremendous sacrifice on the part of those brave or foolish enough to call on its power. Unlike the incantation of the pit and the circle of the Nine Pits, locking the Nine Gates does not require any
32
particular time for casting and has no monetary value associated with it. In spite of this, most casters tend to call on its power during the dawn, believing that as the light of a new day emerges, the powers of darkness are at their weakest. And many, through misinformation, also use the very same material components associated with the circle of the Nine Pits. In any case, time of day and material components matter not in successfully casting the locking. All that is required are stout souls willing to risk more than their lives in the face of eternal tyranny. Still, there are some factors (discussed below) that may have a beneficial impact on the effects of this spell once the Duke of Hell is brought into the mortal coil. The circle of the locking the Nine Gates is best cast in an area that can easily be stained with blood. The blood of all participants is used to create the single magic circle against evil – facing inwards – to keep the Duke of Hell in place. As a result, this Forbidden Magic is usually cast on stone foundations. Then, in an invocation to any force opposed to the Powers of Hell, the caster(s) asks for a blessing from on high. As the spell progresses, the blood that creates the magic circle takes on a golden or silver sheen. With the final invocation by the caster(s), the Duke of Hell is suddenly dragged from Hell and forced into the center of the magic circle against evil. Once the Duke appears, it immediately realizes that it is at grave risk for its very life. The Duke finds that it cannot return to the Pit and that it cannot summon or call allies for the duration of the spell. What happens next depends on the caster(s) intent. If the caster seeks to banish the Duke from future summons, he begins to call on the power of his god, patron celestial, creed, or (in extremely rare cases) demonic master, to cast the devil back into the Pit where it can be chained for a millennium. Every three rounds for the next 27 rounds, the Duke of Hell is allowed a Will saving throw to overcome the effect; if the Duke attempts to breach the ward (as described in circle of the Nine Pits), he is automatically banished (as described below) with no saving throw (the Duke is aware of this, and so can make its own informed choice). If the Duke of Hell ever fails three consecutive saves, he is banished to Hell for the next 9d100 years (neither the Duke nor the summoner know how long the banishment will last, although a well prepared legend lore spell can reveal clues to the truth). Nothing, not even a greater cosmic entity nor a god, can allow the Duke access to the mortal coil during the first 90 years of its imprisonment. The Will save the Duke is forced to make may be further modified by conditions included in the table 2-1 below (unless otherwise noted, the conditions stack). If the caster hopes to destroy the Duke of Hell, a slightly different effect occurs once the Duke appears. The Duke’s entry into to the mortal coil is a painful one as not only is the Duke forced to the Prime, but so too is a portion of Hell. The simultaneous placement of these two realities causes grave damage to the Duke; the Duke immediately suffers 120 points of divine damage, with no saving throw. The Duke does not regenerate this damage during the duration of the spell (although he may use other means to heal). At this point, the caster(s) must enter the magic circle against evil in order to battle with the Duke. Should the Duke attempt to breach the wards surrounding him as described in circle of the Nine Pits, he automatically suffers 120 points of damage per attempt. Most Dukes commit to battling those insolent enough to summon it in this fashion, calling on all its
33
might and knowledge to lay low its attackers. Whether the intent is to banish or to destroy the Duke, the duration of the spell is always 27 rounds. If after that time has elapsed the Duke is neither banished nor destroyed, the spell ceases to function and the Duke is free. It may summon or call reinforcements, may return to Hell, or may wander the mortal coil for up to nine days. Most Dukes, unless gravely wounded, are guaranteed to exact immediate revenge against at least one of its tormentors before retreating to slowly ruin the lives of other living adversaries. The circle of locking the Nine Gates can be adjusted to summon more powerful Dukes, Arch-Devils, or even a Lord of the Nine by sacrificing additional XP at the time of casting to meet the CR requirement. Only the primary caster is able to sacrifice this additional XP amount. While a Lord of the Nine can be banished and (theoretically) destroyed by this the use of the circle of locking the Nine Gates, any successful binding achieved upon a Lord lasts no more than 9 days. Woe to any foolish enough to attempt this on a Lord-Regent of Hell. Some casters that attempt the locking do so not to banish or destroy a Courtier, but rather to “bind” a Courtier to a particular service. Although possibly a foolhardy approach, to garner service by threatening such a powerful creature with long-term banishment or destruction, there are cases of this approach working out successfully for the caster. The Courtier can be bargained with during the 27 rounds, and may decide to carry out some request for the caster; however, this will generally incur the wrath of Hell. The Courtier, once having given its word, will generally perform whatever service it has agreed to, but will also attempt to utilize loopholes to avoid or alter the terms of service. Note: Table 2-4 gives details of factors which may improve the chances of this spell being successful. These factors have not been included in the development of the spell, but are rather blessings of the gods or cosmic entities related to these factors at the time of casting this magick. XP Cost: 9,900 XP.
Table 2-4: Save DC Modifiers for Locking the Nine Gates (banish) Primary Caster Condition Access to the Dark Speech feat
Spell’s Save DC Modifier +3 DC
Access to the Words of Creation +4 DC feat Cast on hallowed ground
+7 DC
Primary caster is a good-aligned +2 DC cleric Primary caster is Chaotic Good
+5 DC
Primary caster is a Servant of Heaven (Lawful Good)
+5 DC
Primary caster is the Thrall of a Demon
+3 DC
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
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The focus of this text thus far has been almost exclusively on the nature of the Outsiders that inhabit Hell, collectively referred to as devils. However, it should be noted that the same ideals to which the entirety of Hell holds to can be found in almost any place. On the Prime Material in particular there are many mortals that have been seduced by diabolical philosophies. From time to time such individuals swear themselves to diabolical masters with powerful, binding oaths, hoping in return for power to pursue their dark desires. Such oaths should never be taken lightly. Although the benefits can be great, the swearer finds himself progressively coming further and further under the dominion of his liege lord. The Devotee of Darkness is a good example of such an oath, while greater oaths allow a character to literally ‘sell his soul’ in return for great power in mortality. In addition to their own benefits, these oaths are often the key to entrance into the diabolical orders and priesthoods. Those who take on diabolical service in this manner are wholly evil and almost irredeemable. Whether one becomes a toll warden of Mammon, taking larceny to a whole new level, or joins the ranks of the cardinals of Asmodeus, performing the unholy sacraments of the Overlord of Hell, such individuals have chosen a path that leads into the darkness and swallows the last of the light. Treating with such individuals is dangerous in the extreme and good characters should shun them at all costs. Indeed, in reading descriptions of the power attainable to the sworn servant of Hell, be wary! It is vital that these things not be allowed to seduce you from the path of righteousness. Taken from the only surviving copy of Le Power Diabolique (authorship unknown), found within the desecrated ruins of a temple to Celzar during the Fifth Age.
New Feats This treatise includes details of a new type of feat, the diabolical oath. Diabolical oaths are only open to those of Lawful Evil or Neutral Evil alignment who consciously, and of their own free will, swear to serve the cause of Hell. Diabolical oaths usually can only be accessed as a result of a meeting with a true devil, or after performance of a heinous incantation. A character that has taken a diabolical oath radiates an aura of evil equal to a cleric with levels equal to his hit dice. In the case of Devotee of Darkness and Soulsworn, the patron of the oath has the ability to revoke the oath at any time. Only the most powerful servants of Good can otherwise release a character from the effects of a diabolical oath; the
method of such a release is detailed in the oath’s description. In either case, though, once the diabolical oath has been spurned, no new feat is gained in its place. Aura of Ice [Epic] You don’t just ignore the cold; you embody it. Prerequisites: Cold immunity. Benefit: You radiate intense cold in a 10-foot-radius, dealing 1d6 points of cold damage per round to all creatures within the radius. The cold is so severe that mundane protections (such as multiple layers of heavy clothing) are ineffectual against it. Only cold resistance or cold immunity prevents this damage. Automatic Quicken Spell-like Ability [Epic] You can use on of your spell-like abilities with a moment's thought. Prerequisites: Quicken Spell-like Ability, Spellcraft 24 ranks, spell-like ability caster level 21st. Benefit: Select one of your spell-like abilities for which you already have Quicken Spell-like Ability. That ability is now always usable as a swift action, regardless of how often you may use it. Normal: Spell-like abilities may only be quickened a maximum of 3/day. Backstabber [General] You know how to exploit the trust of others for your own ends. Prerequisites: Impostor Benefits: You gain a +2 bonus on Bluff checks. Any time you hit an opponent in combat when they are flat-footed, flanked, or otherwise denied their Dexterity bonus to armor class, you deal an additional 2 points of damage. If a ranged attack, the opponent must be within 30 feet to take the extra damage. Creatures immune to critical hits are likewise immune to this damage. The damage dealt with Backstabber stacks with sneak attack damage. Baneful Oath [Epic] Your attacks deal great damage to the focus of your blood oath. Prerequisites: Intimidate 24 ranks, greater blood oath class feature. Benefits: Any weapon that you wield against the focus of your blood oath is treated as a bane weapon, dealing an additional 2d6 points of damage on every successful strike, and increasing its enhancement bonus on attack by +2. Blood Oath Rally [Epic] You rally your troops to greater heights when fighting the focus of your blood oath. Prerequisites: Greater blood oath class feature, infernal rally class feature. Benefits: When you perform an infernal rally prior to engaging an enemy unit that includes the target of your blood oath, the morale bonus to attacks granted to your troops increases by one third of the Constitution damage dealt in swearing the blood oath, and an equal number of additional d8 temporary hit points are granted. The maximum morale bonus granted in this instance is increased to +6, but all benefits apply only for so long as the focus of the blood oath is within sight (if said focus were to turn invisible the bonuses would be suppressed to those normally
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granted by infernal rally; they would return only if the focus of the blood oath became visible again before the end of the infernal rally). Thus if Guldag has sworn a blood oath by dealing himself 6 points of Constitution drain, his blood oath rally grants his troops a +3 morale bonus to attacks and 3d8 temporary hit points, plus any other benefits granted by acts of humiliation and violence. Note that the morale bonuses do not increase according to this feat when your troops are engaging an enemy unit that does not include the focus of your blood oath. Normal: Your infernal rally grants a +1 morale bonus to attacks and 1d8 temporary hit points. Cheat [General] You use fraudulent means, such as lies and counterfeit coin, to gain the ‘most for your money’. Prerequisites: Bluff 6 ranks, Cha 15+ Benefits: All items cost 5% less, so long as you succeed at a Bluff check, opposed by the vendor-in-question’s Sense Motive check. Craft Epic Contingent Spell [Item Creation] Prerequisites: Craft Contingent Spell, Knowledge (arcana) 34 ranks, Spellcraft 34 ranks. Benefits: You can craft contingent spells that exceed the normal limits for such items, such as utilizing a spell of higher than 9th level. The formula for pricing such a spell remains the same as that presented in Complete Arcane, save that the final figure is multiplied by 10. Special: Epic spells cannot be made contingent by the use of this feat. Devotee of Darkness [Diabolical Oath] You devote yourself to one of the powers of Hell. Prerequisites: A meeting with a true devil (at least CR 6) representing the patron to be taken, or successful casting of the unholy supplication incantation (in either case, the patron may opt to not accept the oath, making the taking of this feat impossible). Benefits: Select a patron devil upon taking this oath. The patron devil must be a Courtier of Perdition. You gain the following level dependent bonuses and penalties. Level 1-5: Once per day you can call upon the aid of your dark master, granting you a +1 profane bonus to any one roll. Whenever dealing with a higher-ranking servant of your master (or your master himself), you take a -2 penalty on any attacks, checks, and other rolls.
Level 6-11: Once per day you gain a +2 profane bonus on saves against spells with the Good or Chaotic descriptor. If you call on your master as per the first benefit of this feat, the profane bonus is instead +3. You take a permanent -6 penalty on saves against higher-ranking servants of your master (or your master himself). Level 12-17: You gain a +1 profane bonus to armor class against Good or Chaotic foes. You take a -3 penalty to armor class against higher-ranking servants of your master (or your master himself). Level 18+: You gain spell resistance equal to your hit dice against spells and spell-like abilities with the Good or Chaotic descriptor. Any spell resistance (whether inherent or granted by a magic item or spell) is ineffective against spells or spell-like abilities that originate from higher-ranking servants of your master (or your master himself). Special: The Devotee of Darkness feat cannot be revoked, except under the direction of a cleric of 21st level (or higher) casting miracle and then atonement. If the feat is revoked, all benefits gained thereby are forever lost and another feat can never be taken to replace the now empty feat slot. Dread Oath [Epic] Your attacks are potentially fatal to the focus of your blood oath. Prerequisites: Intimidate 39 ranks, Baneful Oath, greater blood oath class feature. Benefits: Any weapon that you wield against the focus of your blood oath is treated as a dread weapon, dealing an additional 4d6 points of damage on every successful strike, and increasing its enhancement bonus on attack by +4. Damage dealt by you to your focus overcomes regeneration of any type. Any time you score a critical hit against the focus of your blood oath, she must make a Fortitude save (DC 10 + ½ your class levels) or die instantly. This feat overlaps (does not stack with) the Baneful Oath feat. Empower the Soul [Epic] You are treated as having greater moral or ethical fiber than a typical creature of your level or Hit Dice. Benefits: When targeted by a spell which determines its effects by means of your total Hit Dice, you are treated as a creature 10 Hit Dice higher. Thus when targeted by blasphemy, dictum, holy word, or word of chaos, you may be unaffected by the spell, or suffer lesser effects than a typical creature of your character
Diabolical Oaths, Prestige Classes of Perdition, and Non-Standard Races Diabolical Oath feats have been designed with mortals in mind – mortals foolish enough to make bargains with the Devils. You will note in our write-ups of powerful devils, such as Martinet, Constable of Nessus, that fiends never take these feats, even though they have sworn fealty to more powerful devils again (e.g. Martinet’s oaths are to Asmodeus, the Lord of the Nine). As a general rule, non-standard races that are not mortal (particularly Outsiders) should never take a Diabolical Oath as one of their feats. In the event that it is desired that an Outsider take one of the prestige classes mentioned in this chapter, it is best to assume an alternate prerequisite to take the place of the Diabolical Oath. However, these prestige classes have been written, once again, with mortals in mind, and so Outsiders should generally steer clear of their ranks. Outsiders with the native subtype, such as a Marquis half-fiend hobgoblin, have no such restrictions, and can take Diabolical Oath feats or diabolical Prestige Classes as they wish.
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level. Likewise, Undead or Deathless who take this feat are treated as having turn resistance of +10; this turn resistance does not stack with other turn resistance from any other source. You do not gain any increase to hit points, attack bonuses, saves, or any other Hit Dice dependent benefit. The benefit of the feat is virtual only. Epic Warcry [Epic] Your warcry is more potent than usual. Prerequisites: Cha 25, Knowledge (history) 24 ranks, greater warcry class ability. Benefit: All allies affected by your warcry gain a +6 morale bonus to Strength and Constitution, and a +3 morale bonus on Will saves. Normal: All allies affected by your warcry gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. Extended Trading [General] Your insider trading lasts longer than usual. Prerequisites: Cha 17, insider trading class ability. Benefits: The duration of your insider trading ability is doubled. Special: You can gain this feat more than once. Remember that two doublings equals a tripling and so forth. Extra Cohort [Epic] Prerequisites: Cha 28, Legendary Commander. Benefits: You attract another cohort, in addition to any you may already have. Each cohort gained through this feat has a maximum level of three lower than the preceding cohort (so the first time you take it, your new cohort must be at least five levels lower than you are). Focused Metapsionics [Epic] When using a particular metapsionic feat, you do not lose your psionic focus. Prerequisites: Epic Psionic Focus, Psicraft 24 ranks. Benefit: Select one non-epic metapsionic feat. Whenever you use that feat, you do not lose your psionic focus. Special: This feat can be taken more than once. Each time, the benefits apply to a new metapsionic feat. Impostor [General] You masquerade and act in character as if you were born to do so. Benefits: You gain a +2 bonus on Bluff and Disguise checks. Improved Classify [Epic] Your location and thoughts are undetectable. Prerequisites: Wis 19, Iron Will, Bluff 24 ranks, classify class feature. Benefit: You are immune to divination spells or effects that attempt to discern your location or read your thoughts and/or intents. Improved Cold Mind [Epic] Prerequisites: Epic Will, Iron Will, cold mind class feature. Benefit: You gain immunity to enchantments and mindinfluencing spells and effects.
Prerequisites: Spellcraft 24 ranks, cold soul class feature. Benefit: Spells you cast that have the cold descriptor bypass cold resistance, and deal half damage to creatures normally immune to cold. Creature with the cold subtype are unaffected. Creatures with the fire subtype take double damage instead of the usual +50%. Improved Master of Misappropriation Once an item of value has been in your hands, however briefly, it can never be hidden from you. Prerequisites: Cha 19, master of misappropriation class feature. Benefits: You may use discern location to find an object you have touched once per day rather than once per week. Improved Presence of Pain [Epic] Your presence can be felt from a notable distance. Prerequisites: Cha 14, presence of pain class feature. Benefit: The radius of your presence of pain ability increases by 5 ft. Special: This feat can be taken multiple times. Improved Touch of Fire [Epic] Your touch can transmit the supernatural heat of Phlegethos. Prerequisites: Cha 17, soul of fire class ability. Benefits: Your touch of fire ability deals an additional 1d10 points of fire damage. In addition, it ignores 10 points of fire resistance. Special: You may take this feat multiple times. Its effects stack. Intimidating Warcry [Epic] Your warcry not only inspires your allies, but also intimidates your foes. Prerequisites: Epic Warcry, Intimidate 27 ranks. Benefit: When you sound a warcry, make an Intimidate check as if you were demoralizing an opponent. All foes within range of your warcry ability must succeed on their modified level check (see the Intimidate skill for details) or be shaken for the duration of the warcry. Kiss of the Styx [Epic] Prerequisites: Spellcraft 24 ranks, gift of oblivion class feature. Benefit: Once per day, you may affect a target that has failed its save against your gift of oblivion ability as though with the programmed amnesia spell. Special: You make take this feat multiple times. Each time you do, you may use it one additional time per day. Lift Sanctions [Epic] Your mogul abilities have become so pervasive in their power that even creatures immune to mindinfluencing effects can be affected. Prerequisites: Cha 29, Sense Motive 30 ranks, insider trading class ability usable at will. Benefit: When attempting to use any mind-influencing class ability of the mogul, you can affect creatures otherwise immune; however, such creatures gain a +10 bonus on their saves.
Improved Cold Soul [Epic]
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Lightning Trade [Epic] You can gain access to a creature’s thoughts with exceptional speed. Prerequisites: Cha 21, Sense Motive 24 ranks, Insider Trading class ability. Benefits: You gain all the benefits of insider trading in the first round. Lord of Legerdemain [Epic] You are practically a god among thieves. Requirements: Sleight of Hand 29 ranks. Benefits: You treat all objects as one size smaller than their actual size for purposes of Sleight of Hand checks. This does not apply to the opposing Spot check made by the creature you are stealing from. Special: You may select this feat a total of two times. Its effects stack. March of the Immortals [Epic] When you rally your troops, they fight on long beyond their time to die. Prerequisites: Rally of Renown, Knowledge (history) 30 ranks, infernal rally class ability. Benefit: Allies under the effects of your infernal rally gain the benefits of the Diehard feat for so long as the rally lasts, and do not die until they have negative hit points equal to your 10 + your class level (thus a contingent of troops under the command of a 15th level dark marshal would not die until they reached –25 hit points). Mastermind [Epic] Your ability to control your inferiors has reached such a height that you have no need to examine their thoughts first. Prerequisites: Cha 33, Revise the Records, Sense Motive 48 ranks. Benefits: You may use pull the strings, corporate bid, hostile takeover, and revise the records on any creature, rather than just those that failed their saves insider trading. However, any creature that has not failed its save against your insider trading receives a +10 bonus on its saves against these abilities. Monopoly [Epic] While you have access to a creature’s thoughts, all others are hedged out. Prerequisites: Cha 25, insider trading class ability usable at will. Benefits: Any creature under the effect of insider trading or another of your mogul class abilities cannot have its mind read by any other creature, nor can it be charmed, dominated or affected by any similar effect; this can only be overcoming by an opposed caster level check against 21 + your mogul class level. If another creature attempts to use Sense Motive to determine that the affected creature is under the influence of a mind-influencing effect, the DC is increased by your mogul class level. Multipower [Epic] Prerequisites: Focused Metapsionics [Quicken Power], Quicken Power. Benefits: You may manifest one additional quickened power per round. Special: This feat can be taken more than once. Its effects stack.
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Profane Energy Burst [Epic] You can use your rebuke or command ability to seriously injure good creatures. Prerequisites: Cha 25, ability to rebuke or command creatures as a cleric rebukes or commands undead, ability to cast vile lance, evil alignment. Benefit: The character can use one rebuke or command attempt to unleash a wave of profane energy in a 60foot-burst. Roll a normal rebuke check, except that the profane energy burst affects good, living creatures rather than the normal creatures the character can rebuke or command. Any creature that would be affected by this result takes vile damage equal to 2d6 + your Cha modifier. Raising the Veil [Epic] Prerequisites: Concentration 24 ranks, slippery mind class feature, unreadable class feature. Benefit: You function under the benefits of a continuous nondetection spell as if cast by a sorcerer equal to your character level. If it is dispelled, you can reactivate it as a swift action on your next turn. Rally of Renown [Epic] Your ability to rally your troops is the stuff of legend. Prerequisites: Infernal Rally class ability Benefits: The morale bonus granted to your troops can be greater than +3, to a maximum of one-third of your dark marshal class levels (thus a 12th level dark marshal could grant by means of his actions up to a +4 morale bonus to his troops). Additionally, an infernal rally lasts thrice as long as usual. Table 3-1: Bonuses Granted by the Rapacious Feat
Most Expensive Item Carried By Opponent
Bonus to Attack and Damage
200,000—399,000gp
+1
400,000—799,000gp
+2
800,000—1,599,000gp
+3
1,600,000—3,199,000gp
+4
3,200,000—6,399,000gp
+5
6,400,000—12,799,000gp
+6
12,800,000—25,599,000gp
+7
25,600,000—51,199,000gp
+8
51,200,000—102,399,000gp
+9
Minor Artifact
+4
Major Artifact
+8
Rapacious [Epic] You channel your greed to better harm your affluent enemies. Prerequisites: Combat Expertise, Diligent, Improved Feint, Appraise 30 ranks, sneak attack +6d6, weigh the wealth class feature. Benefit: When fighting opponents bearing obvious wealth or magic items you gain a bonus on attack and damage rolls based on the value of the most expensive item carried by the opponent you are currently attack-
ing. Refer to table 3-1 for further details. Revise the Records [Epic] Your control over the targets of insider trading increases; their reality is what you tell them. Prerequisites: Cha 30, Bluff 44 ranks, Sense Motive 44 ranks, member of the board class ability. Benefits: You may spend a usage of hostile takeover to affect a creature that has failed its save against your insider trading with programmed amnesia (from Complete Arcane). Rise No More [Epic] The focus of your blood oath cannot heal or be raised short of divine intervention. Prerequisites: Cha 30, Dread Oath, Intimidate 51 ranks, greater blood oath class ability. Benefits: When you wound the focus of your blood oath, they cannot heal that damage except in a hallowed area, and then only by natural methods (magical healing does not work). Each day that they do not rest and heal within a hallowed area, they take 1 point of Constitution damage as your oath continues to harm them. Should your focus die as a result of your attacks (whether in battle or afterwards as a result of their wounds), they cannot be raised or resurrected. True resurrection and epic spells utilizing a resurrection effect have a 50% chance of working, decreased by 1% for each dark marshal level you have (thus a character with 20 levels in dark marshal would decrease the chance by 20%). The direct intervention of a deity or true cosmic entity allows the character to be resurrected with no chance of failure. Robber of Legend [Epic] Your skill as a robber is such that you mix violence and larceny almost perfectly. Prerequisites: Dex 29, Improved Sneak Attack, Sleight of Hand 34 ranks. Benefits: Once per round, as a swift action, you can make a Sleight of Hand check to steal a single item from an opponent to whom you have dealt damage with a sneak attack in that round. The Sleight of Hand check is made at a -20 penalty, and is opposed by a special Spot check where the targeted opponent gains a bonus equal to her base attack bonus. Safe and Secure [Epic] You are able to enter your vanishing vault for limited periods. Prerequisites: Cha 29, Escape Artist 36 ranks, vanishing vault class ability. Benefit: You are able to physically enter your vanishing vault. You must enter through a container or bag that satisfies the usual demands of the vanishing vault ability and that is also able to accommodate you personally. Once inside, you are able to remain for up to 1 minute per class level; if you have not left the vault by this time, you are forcibly ejected into the square from which you entered. If for some reason you cannot return to that square, you are shunted to the nearest open position that can accommodate you, taking 1d6 points of damage for each 10 feet that you are shunted, and being stunned for 1 round. You cannot planeshift, teleport, or use similar spells or powers from within the vault. Special: You can enter your vault a number of times per
day equal to your toll warden class level divided by nine. Soulsworn [Diabolical Oath] You sell your soul to a diabolical power, gaining dark gifts in return. Prerequisites: A meeting with the patron devil to be taken. A patron devil must be a Courtier of Perdition. The patron may opt not to accept the oath, making the taking of this feat impossible. Benefits: Your soul becomes the property of the patron you have chosen, for which you are able to barter a price. For a character of 12th level or less, the typical price is a single wish. For a character of 13th level or higher, the price increases by one additional wish at 13th level and every 6 additional levels or Hit Dice thereafter. Thus an 11th level character could make a single wish, while a 19th level character would gain three wishes. The bargain is set at the time of taking the feat, i.e. the client does not continue to gain additional wishes as he progresses in levels. The patron devil takes a real interest in the activities of the Soulsworn character. Should the client act contrary to the devil’s will, the Courtier will ensure to quickly end the character’s life and take possession of the soul in question. More cunning characters will bargain in such a way as to attempt to protect their lives from their patron; in general, this reduces the value of their soul by one wish. If the agreed price was only one wish in any case, the client can elect to gain instead the benefits of a limited wish along with some measure of protection. If protective clauses are sought, make an opposed Intelligence check between client and patron. Only if the client beats the patron by 9 or more can he expect to have negotiated a contract with no loopholes. Special: The Soulsworn feat trumps the Devotee of Darkness feat, i.e. if a prestige class or another feat specifies Devotee of Darkness as a prerequisite, Soulsworn can be taken in its stead. The Soulsworn feat cannot be revoked, except under the direction of a cleric of 31st level (or higher) casting miracle, freedom, and then atonement. If the feat is revoked, all benefits gained thereby are forever lost and another feat can never be taken to replace the now empty feat slot. Suspicious [General] You don’t take things at face value. Benefits: You get a +2 bonus on Spot and Sense Motive checks. Unexpected Strike [Epic] You have learned the art of keeping your opponent off-balance with incredible speed and efficiency. Prerequisites: Improved Feint, Bluff 30 ranks; or Impostor, Bluff 24 ranks, unreadable class feature. Benefit: You can make a Bluff check to feint in combat as a free action once per round. Normal: Feinting in combat is a standard action. Special: A fighter may select Unexpected Strike as one of his fighter bonus feats. Vainglorious Vault [Epic] Your vanishing vault is greatly expanded, to better accommodate your hoard. Prerequisites: Cha 19, vanishing vault class ability.
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Benefit: The space limitations of your vanishing vault double. Voice from the Depths [Epic] Your warcry can be heard clear across a battlefield. Prerequisites: Knowledge (history) 24 ranks, warcry class ability. Benefit: All allies within 100 feet benefit from your warcry. Normal: All allies within 30 feet benefit from your warcry. Special: If you have both this feat and Intimidating Warcry, only enemies within 30 ft. are affected. What's Mine is Mine [Epic] You take the ability to reclaim your rightful property to new heights. Requirements: Cha 22, Improved Master of Misappropriation, Sleight of Hand 39 ranks, weight the wealth class feature. Benefits: Once per week, you may use a supernatural ability similar to instant summons, except that you may summon any object that has ever been in your possession for three days or more. You must know the object's precise location, and it must be on the same plane as you. This ability does not require material components, and you need not have placed an arcane mark on the object first. If the object in question is unattended, it does not receive a saving throw; if it is sentient, and/or in the possession of another creature, you can summon the item only if it fails a Will save, with a DC equal to that of your demand toll ability, using the better of its own and its possessor's save bonuses. If the save is successful, you may not try to summon the same item again until you have gained at least one toll warden level. Special: This feat can be taken twice. The second time, you may use this ability once per day.
New Prestige Classes Dark Marshal of Bael Table 3-2: The Dark Marshal of Bael Class Level
Base Attack Bonus
Fort/Ref/ Will Save
Special
1
+1
+2/+0/+0
Dark Smite 1/day
2
+2
+3/+0/+0
Infernal Rally
3
+3
+3/+1/+1
Warcry 1/day
4
+4
+4/+1/+1
Blood Oath
5
+5
+4/+1/+1
Dark Smite 2/day
6
+6
+5/+2/+2
Warcry 2/day
7
+7
+5/+2/+2
Improved Blood Oath
8
+8
+6/+2/+2
Greater Warcry
9
+9
+6/+3/+3
Warcry 3/day; Dark Smite 3/day
10
+10
+7/+3/+3
Greater Blood Oath
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Many of the great captains are lauded for their eloquence and their ability to stir the men that follow them to fight in the name of some ideal. Such captains manage to take the iron of discipline and the soft gold of malleability and creativity to forge fighting units always one step ahead of the enemy. Battles are won and lost over a single man’s ability to rally the troops, for the field is rarely won by means of attrition. To many, the greatest of captains are those who are willing to pay whatever price is necessary to win the day, twisting honor and the rules of warfare to meet their needs. Such a leader is the dark marshal of Bael, accounted by all as a foe to fear. A dark marshal will commit all sorts of despicable acts to humiliate his enemies and to inspire his allies, though he does not do so out of any love of such acts. To the dark marshal of Bael, it is merely a part of his duty and responsibility to drive his troops to fight at their best. Victory on the field of battle vindicates the means of achieving the victory, according to the code that the dark marshal follows. It is of no surprise to note that individual dark marshals are among the most brilliant and effective battle leaders to be found. Dark marshals tend to come from the ranks of fighters more often than not, with others having first trod the path of ranger, monk, or fallen paladin and blackguard. Rogues and clerics can make effective dark marshals, but bards and barbarians lack the necessary discipline. Wizards and sorcerers only rarely give up their study and development of The Word to follow this path. It is rare to find more than one dark marshal working directly with another, for they tend to seek their own commands. Dark marshals can be found as great champions to despots, tyrannical warlords, or cold-hearted generals dedicated to a corrupt empire. Those who adventure do so in order to hone their skills or to support some fundamentally evil concept. NPC dark marshals are almost always found leading a military unit, whether that be their own army, a mercenary company, or a band of likeminded NPCs. Hit Die: d10 Requirements To qualify to become a dark marshal of Bael, a character must fulfill all the following criteria. Alignment: Lawful Evil Base Attack Bonus: +9 Skills: Diplomacy 3 ranks, Intimidate 9 ranks, Knowledge (history) 3 ranks, Knowledge (the Planes) 6 ranks Feats: Devotee of Darkness (Bael), Leadership, Vile Martial Strike or Vile Natural Strike Special: Dark marshals of Bael must be proficient with heavy armors and martial weapons. Dark marshals of Bael must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be dark marshal on the process to submit to the will of Bael, the Lord of the First. Class Skills The dark marshal of Bael’s class skills (and the key ability for each skill) are: Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis). See Chapter 4:
Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the dark marshal of Bael prestige class. Weapon and Armor Proficiency: Dark marshals of Bael gain no proficiency with any weapon or armor. Dark Smite (Ex): A 1st level Dark marshal can make a Dark Smite 1/day, adding his Charisma modifier (minimum +1) to his attack, and his class level to damage as vile damage. A Dark smite can be used simultaneously with other types of smite attacks, with attack bonuses overlapping and damage bonuses stacking. Dark Smite works on any creature (unless said creature is not affected by Vile damage). In the event that a creature is unaffected by Dark Smite or the dark marshal fails to hit, that use of the attack is used up for the day. A dark marshal gains one additional use of Dark Smite per day at 5th level, and another at 9th level. Infernal Rally (Su): A 2nd level dark marshal can rally the morale of his troops through the use of eloquence coupled with humiliation and violence. This can be done a number of times per day equal to his class level. If the dark marshal gives a stirring speech to his troops (requiring at least three rounds), he grants them a +1 morale bonus to attacks, and 1d8 temporary hit points. If, at the same time as he delivers the speech, the dark marshal performs an act of defiance against the enemy (kills an enemy prisoner, urinates on their standard, sets an enemy village alight, etc), he increases the morale bonus to attacks according to the table below. Furthermore, the morale bonus is also applied to any one of the following (dark marshal’s choice): Fortitude saves, Will saves, armor class, or damage. Table 3-3 Effects of Infernal Rally Method of Intimidation
Morale Bonus
Enemy Hurt
+1 bonus for every 9 Hit Dice
Enemy maimed
+1 bonus for every 6 Hit Dice
Enemy killed
+1 bonus for every 3 Hit Dice
Desecrate emblem or edifice of enemy
Varies by importance, but between +1 and +3
The speech can last longer than three rounds if desired; for each round longer than three rounds, the effects of the rally can be delayed for a round. If, for example, a dark marshal speaks stirringly to his troops for 30 minutes (in addition to the initial three rounds) before a battle, the effects of the rally could be delayed for up to 30 minutes, and then activated once battle was enjoined (generally as a shout - a free action). A dark marshal can attempt more than one insulting feat against his foes, but only the best result of either hurting, maiming or killing counts, and only one desecration counts. Thus some sort of harm to an enemy and the desecration of an enemy’s standard stack, but only when used during the same speech (e.g. kill an enemy prisoner for +1 bonus, then burn the holy symbol of the enemy’s god to bring the total up to a +2 bonus). An
Infernal Rally cannot bestow greater than +3 morale bonus, and the bonus lasts for 3 rounds plus one round per class level once activated. An Infernal Rally ends prematurely if the dark marshal flees the field of battle, or is killed. This is a mind-influencing effect. Lemures and nupperibos benefit from Infernal Rally. The dark marshal is not entitled to the benefits of an Infernal Rally himself. Warcry (Ex): A 3rd level dark marshal can utter a Warcry 1/day as a free action. All troops within 30 feet under his command (and including the dark marshal) are affected as if by a rage spell, gaining a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves. The effects of the Warcry last for 3 rounds plus the dark marshal’s charisma modifier. At 6th level, the dark marshal can use a Warcry 2/day, and at 9th level this increases to 3/day. This is a mind-influencing effect that can also affect the dark marshal. Lemures and nupperibos benefit from Warcry. A Warcry can be used to activate the effects of an Infernal Rally. The bonuses stack. Blood Oath (Su): A 5th level dark marshal is able to make a Blood Oath against an enemy that he has met in battle. As a full round action, he wounds himself while making the Oath, taking Constitution damage of up to his class level. Thereafter, he gains a morale bonus to attacks, damage, armor class, and saves against the individual whom he has sworn to defeat, equal to the amount of Constitution damage that he took. A dark marshal can only have one Blood Oath at a time. He cannot end the Oath without fulfilling it. He cannot heal the Constitution damage until such time as the Oath is fulfilled. Once a Blood Oath is fulfilled, he must wait 24 hours before making a new Oath. Improved Blood Oath (Su): At 7th level, a dark marshal’s Blood Oath becomes an Improved Blood Oath. He is still only able to have one Oath in effect at any one time, but the bonus granted for his sacrifice is equal to twice the Constitution damage taken. Furthermore, he can automatically sense the focus of his Oath when within 90 feet as if by using blindsense. Greater Warcry (Ex): An 8th level dark marshal’s Warcry stirs his allies to even greater feats of might. All allies within 30 feet gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. Greater Warcry otherwise functions as per the Warcry ability. Greater Blood Oath (Su): At 10th level, a dark marshal’s Blood Oath becomes a Greater Blood Oath. He is still only able to have one Oath in effect at any one time, but the bonus granted for his sacrifice is now equal to three times the Constitution damage taken at the time of making the Oath. By concentrating for three rounds, the dark marshal can sense which direction his foe can be found in. Distance is irrelevant, but the ability does not work across planes. Example Dark Marshal of Bael Captain Gurdrin "Falconbrand" Highthorn Fighter 9, Dark Marshal of Bael 2 Medium Humanoid (Sapien) Hit Dice: 11d10+22 (87 hp) Initiative: +0 (+0 Dex) Speed: 20 ft. (4 squares) in +2 adamantine fullplate; base 30 ft. (6 squares) Armor Class: 20 (+10 armor), touch 10, flat-footed 20 Base Attack/Grapple: +11/+16
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Attack: +2 adamantine greatsword +19 melee (2d6+11 plus 1 vile/17-20) Full Attack: +2 adamantine greatsword +19/+14/+9 melee (2d6+11 plus 1 vile/17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Dark smite 1/day Special Qualities: Damage reduction 3/--, infernal rally Saves: Fort +11, Ref +3, Will +3 Abilities: Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 18 Skills: Diplomacy +9, Intimidate +16, Knowledge (history) +4, Knowledge (nobility and royalty) +6, Knowledge (the planes) +6, Speak Language (Infernal) Feats: Combat Expertise, Cleave, Devotee of Darkness (Bael), Improved Critical (greatsword), Improved Sunder, Leadership (15), Power Attack, Vile Martial Strike (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword) Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 11 Treasure: 1986 gp, +2 adamantine fullplate, +2 adamantine greatsword, belt pouch (with 175 sp), brooch of shielding, cloak of charisma +2, explorer's outfit, gauntlets of ogre power, trail rations (x5), waterskin Alignment: Lawful evil Captain Gurdrin "Falconbrand" Highthorn is the retainer of an old baron who has been struggling in a blood-feud with a nearby count. Gurdrin has attracted the attention of the aged baron in recent years and has encouraged him to continue the blood feud despite overtures from the count to the contrary. He has recently become the captain of the guard and is using his charisma to build an inner sanctum among his men. He's charming, handsome, incredibly strong, and a feared and respected leader. He's also cruel, bloodthirsty, and dedicated to seeing his people destroy the forces of the count. No one knows that he's evil and that he's sold his soul to Bael in order to achieve victory for his barony once his liege dies. Gurdrin speaks Common and Infernal. Dark Smite (Ex): 1/day, Gurdrin can make a dark smite, adding +4 to his attack and dealing 2 extra points of vile damage. In the event that a creature is unaffected by vile damage, or Gurdrin fails to hit, that use of the attack is still used up for the day. Devotee of Darkness: Once per day, Gurdrin can call upon the aid of Bael, granting him a +3 profane bonus to any one roll. Once per day, Gurdrin can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Bael (or the Warlord of Avernus himself), Gurdrin takes a –2 penalty on any attacks, checks, and other rolls and a -6 penalty on saving throws. Infernal Rally (Su): 2/day, Gurdrin can rally the morale of his troops through the use of eloquence coupled with humiliation and violence. If he gives a stirring speech to his troops (requiring at least three rounds), he grants them a +1 morale bonus to attacks and 1d8 temporary hit points. If he performs an act of defiance against the enemy while delivering his speech, he increases to bonus to attacks (see table 3-3, "Effects of Infernal Rally"). Furthermore, the morale bonus is also applied to
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one of the following (Gurdrin's choice): Fortitude saves, Will saves, armor class, or damage rolls. If Gurdrin's speech lasts longer than three rounds, the effects of the rally can be delayed by the same amount of time. The rally cannot bestow a morale bonus greater than +3. The rally's effects last for 5 rounds once activated, but end prematurely if Gurdrin flees the field or is killed. This is a mind-influencing effect. Lemures and nupperibos can benefit from the infernal rally. Gurdrin himself does not gain the bonuses.
Epic Dark Marshal of Bael The epic dark marshal of Bael stands among the greatest of the Lord of the First’s servants, able to inspire his troops to the extent that he wins the field even when the odds are ten-to-one or worse against him. The epic dark marshal should focus on improving his leadership abilities with feats such as Epic Leadership and Legendary Commander. Augment your warcry with Epic Warcry, Intimidating Warcry and Voice from the Depths. Further inspire your troops with Blood Oath Rally, Rally of Renown and March of the Immortals. Finally, terrorize your foes with Baneful Oath, Dread Oath and Rise No More. Increasing Constitution is a good move as you increase in levels, as this will increase the power of your Blood Oath. Charisma is just as important, though, as your leadership hinges on this ability.
Hit Die: d10. Skill Points at Each Additional Level: 4 + Int modifier. Table 3-4: The Epic Dark Marshal Class Level
Special
11 12
Warcry 4/day
13
Dark Smite 4/day
14
Bonus Feat
15
Warcry 5/day
16 17
Dark Smite 5/day
18
Warcry 6/day, Bonus Feat
19 20 Class Features Dark Smite: At 13th level, and every 4 levels thereafter, the epic dark marshal can use dark smite one additional time per day. Infernal Rally: The dark marshal’s infernal rally lasts a number of rounds equal to 3 plus his class level as usual. Warcry: At 12th level, and every 3 levels thereafter, the epic dark marshal can use warcry one additional time per day. Blood Oath: The dark marshal cannot deal more than his class level in Constitution damage when making a
blood oath, as per usual. Bonus Feats: The epic dark marshal of Bael gains a bonus feat (selected from the list of epic dark marshal bonus feats) every four levels beyond 10th. Epic Dark Marshal Bonus Feat List: Armor Skin, Baneful Oath, Blood Oath Rally, Damage Reduction, Devastating Critical, Dire Charge, Dread Oath, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Warcry, Epic Weapon Focus, Fateful Blood Oath, Great Charisma, Great Smiting, Intimidating Warcry, Legendary Commander, Legendary Rider, March of the Immortals, Overwhelming Critical, Penetrate Damage Reduction, Rally of Renown, Rise No More, Superior Initiative, Unholy Strike*, Voice from the Depths. All feats in italics are new feats presented in this book. *The dark marshal’s Dark Smite ability can be treated as Smite Good for the purposes of qualifying for this feat.
Example Epic Dark Marshal of Bael Captain Gurdrin "Falconbrand" Highthorn Fighter 10, Dark Marshal of Bael 11 Medium Humanoid (Sapien) Hit Dice: 21d10+147 (267 hp) Initiative: +0 (+0 Dex) Speed: 20 ft. (4 squares) in +5 moderate fortification adamantine fullplate; base 30 ft. (6 squares) Armor Class: 27 (+13 armor, +4 deflection), touch 14, flat-footed 27 Base Attack/Grapple: +21/+30 Attack: +5 unholy adamantine greatsword +37 melee (2d6+22 plus 2d6 unholy plus 1 vile/17-20) Full Attack: +5 unholy adamantine greatsword +37/ +32/+27/+22 melee (2d6+22 plus 2d6 unholy plus 1 vile/17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Dark smite 3/day, greater warcry 3/day Special Qualities: Damage reduction 3/--, greater blood oath, infernal rally Saves: Fort +21, Ref +6, Will +12 Abilities: Str 29, Dex 10, Con 24, Int 10, Wis 10, Cha 22 Skills: Bluff +12, Diplomacy +15, Disguise +8 (+10 when acting in character), Intimidate +20, Knowledge (history) +9, Knowledge (nobility and royalty) +8, Knowledge (the planes) +10, Ride +6, Sense Motive +9, Speak Language (Infernal), Spot +7, Survival +7 (+9 on other planes) Feats: Combat Expertise, Cleave, Devotee of Darkness (Bael), Epic Will, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Combat Expertise, Improved Critical (greatsword), Improved Sunder, Iron Will, Leadership (28), Power Attack, Vile Martial Strike (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword) Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 21 Treasure: 2206 gp, +5 moderate fortification adamantine fullplate, +5 unholy adamantine greatsword, amulet of health +6, belt pouch (with 175 sp), belt of giant strength +6, cloak of charisma +6, explorer's outfit, gloves of arrow snaring, ring of protection +4, ring of spell turning, trail rations (x5), waterskin, winged boots Alignment: Lawful evil
Gurdrin has received a +2 inherent bonus to his Strength score and a +4 inherent bonus to his Constitution score. Dark Smite (Ex): 1/day, Gurdrin can make a dark smite, adding +6 to his attack and dealing 11 extra points of vile damage. In the event that a creature is unaffected by vile damage, or Gurdrin fails to hit, that use of the attack is still used up for the day. Devotee of Darkness: Once per day, Gurdrin can call upon the aid of Bael, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Gurdrin gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 21 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Bael (or the Warlord of Avernus himself), Gurdrin takes a –2 penalty on attacks, checks, and other rolls, a –3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Gurdrin obtains is ever effective against such creatures. Greater Warcry (Ex): 3/day, Gurdrin can utter a warcry as a free action. All troops within 30 feet under his command are affected as if by a rage spell, gaining a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. The effects of the warcry last for 9 rounds. This is a mind-influencing effect that can also affect Gurdrin himself. Lemures and nupperibos benefit from warcry. A warcry can be used to activate the effects of an infernal rally. The bonuses stack. Improved Blood Oath (Su): Gurdrin is able to make a blood oath against an enemy that he has met in battle. As a full round action, he wounds himself while making the oath, taking Constitution damage of up to 11 points. Thereafter, he gains a morale bonus to attacks, damage, armor class, and saves against the individual whom he has sworn to defeat, equal to three times the amount of Constitution damage that he took. By concentrating for three rounds, Gurdrin can sense which direction his foe can be found in (distance is irrelevant, but the ability does not work across planes). Gurdrin can automatically sense the focus of his oath when within 90 feet as if by using blindsense. Gurdrin can only have one blood oath at a time. He cannot end the oath without fulfilling it. He cannot heal the Constitution damage until such time as the oath is fulfilled. Once a blood oath is fulfilled, he must wait 24 hours before making a new oath. Infernal Rally (Su): 2/day, Gurdrin can rally the morale of his troops through the use of eloquence coupled with humiliation and violence. If he gives a stirring speech to his troops (requiring at least three rounds), he grants them a +1 morale bonus to attacks and 1d8 temporary hit points. If he performs an act of defiance against the enemy while delivering his speech, he increases to bonus to attacks (see table 3-3, "Effects of Infernal Rally"). Furthermore, the morale bonus is also applied to one of the following (Gurdrin's choice): Fortitude saves, Will saves, armor class, or damage rolls. If Gurdrin's speech lasts longer than three rounds, the effects of the rally can be delayed by the same amount of time. The rally cannot bestow a morale bonus greater than +3. The rally's effects last for 5 rounds once activated, but end prematurely if Gurdrin flees the field or is killed. This is a mind-influencing effect. Lemures and nupperibos can benefit from the infernal rally. Gurdrin himself does not gain the bonuses.
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Mogul of Dispater To some in business, the bottom line is the bottom line, and so long as a profit is made, what else matters? However, there are some that have moved beyond that philosophy, some who have fallen in love with the soft life of luxury. Such people do all they can to avoid any effort on their own part, but insist on reaping the rewards of others’ toil. From this philosophy is born the mogul of Dispater. Ethics do not hold her back in her activities, for they are merely guidelines for others to follow, and can be brushed aside without any compunction. The mogul is careful to have her subordinates do all the ‘dirty work;’ in such a way she manages to justify her actions to some extent, since she is never directly involved in assorted sundry activities. She does not bribe; she extorts. She does not employ where possible; she allows others to ‘restore their debts.’ She reaps where she does not sow, and those beneath her are dragged down and condemned to chains of toil. Moguls generally come from the ranks of rogues. Some clerics multiclass into the prestige class, though the lack of spellcasting progression can be painful. Wizards and sorcerers tend not to become moguls for the very same reason. Fighters and rangers find the mogul a little too far off their chosen path. Barbarians and bards lack the discipline necessary to run such operations as the mogul tends to get involved in, although ex-bards sometimes take up the prestige class to great effect. Moguls generally work individually of other moguls. They are generally encountered as leaders of thieves’ guilds (including extortion schemes, prostitution rings, and the like), government enterprises, merchant consortiTable 3-5: The Mogul of Dispater Class Level
Base Fort/Ref/ Attack Will Bonus Save
Special
1
+0
+0/+2/+2 Enterprising +1, insider trading 1/day
2
+1
+0/+3/+3
3
+2
+1/+3/+3 Enterprising +2, pull the strings 1/day
4
+3
+1/+4/+4
Insider trading 2/day
5
+3
+1/+4/+4
Economics of extortion 1/day, enterprising +3
6
+4
+2/+5/+5
Corporate bid
7
+5
+2/+5/+5 Enterprising +4, insider trading 3/day
8
+6
+2/+6/+6
9
+6
+3/+6/+6 Enterprising +5, hostile takeover
10
+7
+3/+7/+7
Mind of steel
Pull the strings 2/day
Economics of extortion 2/day, member of the board
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ums, and cruelly administered craft guilds. They tend to rely on others to pick their fights for them. Hit Die: d6 Requirements To qualify to become a mogul of Dispater, a character must fulfill all the following criteria. Alignment: Lawful Evil Base Attack Bonus: +6 Skills: Bluff 12 ranks, Diplomacy 9 ranks, Intimidate 12 ranks, Sense Motive 9 ranks Feats: Deceitful, Devotee of Darkness (Dispater), Impostor Special: Moguls of Dispater must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be mogul on the process to submit to the will of Dispater, the Lord of the Second. Class Skills The mogul of Dispater’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (any) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 6 + Int modifier. Class Features Weapon and Armor Proficiency: Moguls of Dispater gain no proficiency with any weapon or armor. Enterprising (Ex): A mogul of Dispater knows how to conduct business in a way that suits her purposes. She gains a +1 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks at every odd level. Insider Trading (Su): At 1st level, a mogul of Dispater gains the ability to use Insider Trading once per day. This allows her to use detect thoughts as a 90 foot radius emanation. Spell resistance does not apply, but the ability lasts a number of rounds equal to the mogul’s class level plus 10. The mogul of Dispater does not have to concentrate to maintain the effect, but it still takes three rounds to start ‘hearing’ the surface thoughts of creatures; new creatures that enter the effect must make a save or also be affected, but once a creature successfully saves against the effect, she is immune to it for 24 hours. The mogul gains additional uses of the ability each day at 4th and 7th levels. The save DC is equal to 10 + the mogul’s class level + her Charisma modifier. Mind of Steel (Ex): At 2nd level, a mogul of Dispater gains a bonus on all saves against mind-influencing effects equal to her class level. Pull the Strings (Sp): At 3rd level, a mogul can Pull the Strings once per day. Any creature that has failed its save against Insider Trading can be affected by Pull the Strings if it fails at another Will save (DC = 10 + the mogul’s class level + her Charisma modifier). An affected creature is under the effects of a geas as determined by the mogul. The mogul’s caster level is equal to her class level + 10. Economics of Extortion (Su): A 5th level mogul of
Dispater has learned to generate greater profit from her interactions with others. Once per day she can increase the save DC on Insider Trading or Pull the Strings by +3. Alternatively, she can triple the duration of all uses for Insider Trading for the day. At 10th level, the Mogul can use this ability twice per day. Corporate Bid (Su): At 6th level, the mogul of Dispater can make a suggestion to every creature that fails its save against Insider Trading, to a maximum of one creature per class level per day. The Will save DC = 10 + the mogul’s class level + her Charisma modifier. Hostile Takeover (Su): Once per day at 8th level, a mogul can use dominate monster on any creature that failed its save against her Insider Trading ability. Her caster level is equal to her class level, and the save DC is equal to 10 + the mogul’s class level + her Charisma modifier. Member of the Board (Su): A 10th level mogul is one of the most trusted servants of Dispater. As a Member of his Board she becomes immune to all mindinfluencing effects as per the mind blank spell; this immunity does not extend to mind-influencing effects originating from Dispater and his higher-ranking servants. As an expression of the power that the mogul has risen to, she is thereafter able to use Insider Trading at will; furthermore, the effect can be centered on any creature under the effects of Pull the Strings or Hostile Takeover, so long as said creature is on the same plane as the mogul. Insider Trading can only be used in one location at any one time, no matter where the effect is centered. Example Mogul of Dispater Mistress Lilis DeValis Rogue 9, Mogul of Dispater 3 Medium Humanoid (Sapien) Hit Dice: 12d6+3d6 (44 hp) Initiative: -1 (-1 Dex) Speed: 30 ft. (6 squares) Armor Class: 18 (-1 Dex, +3 armor, +3 deflection, +3 natural), touch 12, flat-footed 18 Base Attack/Grapple: +8/+7 Attack: +1 dagger +8 melee or ranged (1d4/19-20) Full Attack: +1 dagger +8/+3 melee or ranged (1d4/1920) Space/Reach: 5 ft./5 ft. Special Attacks: Insider trading 1/day, sneak attack +5d6 Special Qualities: Enterprising +2, evasion, improved uncanny dodge, trapfinding, trap sense +3, mind of steel, uncanny dodge Saves: Fort +7, Ref +11, Will +14 (+17 against mindinfluencing effects) Abilities: Str 9, Dex 9, Con 11, Int 17, Wis 17, Cha 17 Skills: Appraise +18, Bluff +24, Decipher Script +13, Diplomacy +26, Disguise +15 (+17 when acting in character), Forgery +20, Gather Information +13 (+15 locally), Intimidate +24, Knowledge (local) +13, Listen +13, Sense Motive +22, Sleight of Hand +6, Spot +13, Use Magic Device +18 Feats: Deceitful, Devotee of Darkness (Dispater), Impostor, Iron Will, Negotiator, Persuasive Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 12 Treasure: 1115 gp, +1 dagger, amulet of natural armor
+3, belt pouch (with 100 sp), bracers of armor +3, cloak of resistance +3, courtier's outfit, jewelry (50 gp), ring of protection +3, waterskin Alignment: Lawful evil Mistress Lilis DeValis controls an iron cartel that has grown significantly after the destruction of a nearby kobold mine. She has rerouted the kobolds to attack the city and reaps benefits from the kobolds (to whom she sells information and weapons) and the city (that subsidizes her trade and gives her greatly discounted aid for good deals on her iron). Although not physically attractive (she's fat and middle aged), she is conniving and an exceptional liar. She has refused offers to advise, much less sit among, the city lords, claiming that she has to tend to her business. She is hoping to start using the kobolds to sell captured human fighters into slavery and food for nearby ogres. Lilis speaks Common, Giant, and Infernal. Devotee of Darkness: Once per day, Lilis can call upon the aid of Dispater, granting her a +3 profane bonus to any one roll. Against chaotic or good foes, Lilis gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Dispater (or the Lord of the Iron Tower himself), Lilis takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. Enterprising (Ex): Lilis knows how to conduct business in a way that suits her purposes. She has gained a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks. Insider Trading (Su): 1/day, Lilis can use detect thoughts in a 90 foot radius emanation (Will save DC 16). Spell resistance does not apply, and the ability lasts for up to 13 rounds. Lilis doesn't have to concentrate to maintain the effect, but it still takes three rounds to pick up surface thoughts; new creatures entering the effect must save or also be affected, but once a creature successfully saves against the effect, she is immune to it for 24 hours. Mind of Steel (Ex): Lilis gains a +3 bonus on all saves against mind-influencing effects.
Epic Mogul of Dispater The epic mogul of Dispater has taken advantage of other people’s hard work in order to propel himself to the heights of success. Rarely seen in person, the mogul usually works through a series of intermediaries and is often the mysterious kingpin behind various guilds and criminal organizations. The greater the mogul’s influence becomes, the more likely he is to have numerous contingency plans in place to ensure that he can maintain his ill-gotten gains and life of luxury. The epic mogul should take feats that allow him to manipulate others, such as Mastermind, Monopoly, or Revise the Records. As the mogul prefers to have underlings fight his battles for him, and avoids getting his hands dirty whenever possible, he is best served by increasing his Intelligence, Wisdom, and Charisma scores.
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Example Epic Mogul of Dispater
Hit Die: d6. Skill Points at Each Additional Level: 6 + Int modifier. Table 3-6: The Epic Mogul of Dispater Class Level
11
Special Enterprising +6
12 13
Enterprising +7, Pull the Strings 3/day
14
Bonus Feat
15
Enterprising +8, economics of extortion 3/day
16
Hostile Takeover 2/day
17
Enterprising +9
18
Pull the Strings 4/day, bonus feat
19
Enterprising +10
20
Economics of extortion 4/ day
Class Features Insider Trading (Su): After 10th level, the save DC of this ability increases by 1 for every 2 mogul levels, instead of by 1 for every mogul level. Enterprising (Ex): The epic mogul’s bonuses to Bluff, Diplomacy, Intimidate and Sense Motive checks continue to increase by +1 every two levels. Pull the Strings (Sp): At 13th level, and every 5 levels thereafter, an epic mogul can use pull the strings one additional time per day. Her caster level remains equal to her class level +10. After 10th level, the save DC of this ability increases by 1 for every 2 mogul levels, instead of by 1 for every mogul level. Economics of Extortion (Su): At 15th level, and every 5 levels thereafter, an epic mogul can use economics of extortion one additional time per day. Corporate Bid (Su): An epic mogul of Dispater can use Corporate Bid on a maximum number of creatures per day equal to her class level. After 10th level, the save DC of this ability increases by 1 for every 2 mogul levels, instead of by 1 for every mogul level. Hostile Takeover (Su): At 16th level, and every 8 levels thereafter, an epic mogul can use hostile takeover one additional time per day. After 10th level, the save DC of this ability increases by 1 for every 2 mogul levels, instead of by 1 for every mogul level. Bonus Feats: An epic mogul of Dispater gains a bonus feat (selected from the list of epic mogul bonus feats) every four levels beyond 10th. Epic Mogul of Dispater Bonus Feats: Armor Skin, Automatic Quicken Spell-like Ability, Damage Reduction, Epic Reputation, Epic Leadership, Epic Will, Extended Lifespan, Extended Trading*, Lift Sanctions, Lightning Trade, Mastermind, Monopoly, Quicken Spelllike Ability*, Revise the Records. *Non-epic feat.
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Mistress Lilis DeValis Rogue 10, Mogul of Dispater 12 Medium Humanoid (Sapien) Hit Dice: 22d6+52 (131 hp) Initiative: -1 (-1 Dex) Speed: 30 ft. (6 squares) Armor Class: 27 (-1 Dex, +8 armor, +5 deflection, +5 natural), touch 14, flat-footed 27 Base Attack/Grapple: +15/+14 Attack: Luck blade +16 melee (1d6+2/19-20); or +1 dagger +15 melee or +15 ranged (1d4+1/19-20) Full Attack: Luck blade +16/+11/+6 melee (1d6+2/1920); or +1 dagger +15/+10/+5 melee or +15 ranged (1d4+1/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Corporate bid, economics of extortion 2/day, hostile takeover, insider trading at will, pull the strings 2/day, sneak attack +5d6 Special Qualities: Enterprising +6, evasion, improved uncanny dodge, member of the board, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, skill mastery (Bluff, Diplomacy, Intimidate, Listen, Sense Motive, Spot), spell resistance 21, trapfinding, trap sense +3, mind of steel, uncanny dodge Saves: Fort +12, Ref +19, Will +21 (+33 against mindinfluencing effects) Abilities: Str 9, Dex 9, Con 11, Int 17, Wis 18, Cha 18 Skills: Appraise +28, Bluff +39, Decipher Script +23, Diplomacy +43, Disguise +30 (+34 when acting in character), Forgery +30, Gather Information +21 (+23 locally), Intimidate +31, Knowledge (local) +23, Listen +24, Sense Motive +27, Sleight of Hand +10, Spot +24, Use Magic Device +24 Feats: Deceitful, Devotee of Darkness (Dispater), Impostor, Improved Toughness, Iron Will, Leadership (26), Negotiator, Persuasive Epic Feats: Epic Toughness Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 22 Treasure: 1155 gp, +1 dagger, amulet of natural armor +5, belt pouch (with 100 sp), bracers of armor +8, cloak of resistance +5, courtier's outfit, jewelry (50 gp), luck blade (with 3 wishes), mantle of spell resistance, ring of greater universal energy resistance, ring of protection +5, waterskin Alignment: Lawful evil Corporate Bid (Su): Lilis can make a suggestion (DC 25) to every creature that fails its save against insider trading, to a maximum of 12 creatures per day. Devotee of Darkness: Once per day, Lilis can call upon the aid of Dispater, granting her a +3 profane bonus to any one roll. Against chaotic or good foes, Lilis gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. She also gains spell resistance 22 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Dispater (or the Lord of the Iron Tower himself), Lilis takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Lilis obtains is ever effective against such creatures.
Economics of Extortion (Su): 2/day, Lilis can generate greater profit from her interactions with others. She can increase the save DC on insider trading or pull the strings by +3. Alternatively, she can triple the duration of all uses for insider trading for the day. Enterprising (Ex): Lilis knows how to conduct business in a way that suits her purposes. She has gained a +6 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks. Hostile Takeover (Su): 1/day, Lilis can use dominate monster (DC 25) on any creature that has failed its save against her insider trading ability. Caster level 22nd. Insider Trading (Su): At will, Lilis can use detect thoughts in a 90 foot radius emanation (DC 25). The emanation can either be centered on herself, on upon any creature under the effects of pull the strings or hostile takeover (so long as said creature is on the same plane as Lilis). Insider trading can only be used in one location at any one time, regardless of where the effect is centered. Spell resistance does not apply, and the ability lasts for up to 22 rounds. Lilis doesn't have to concentrate to maintain the effect, but it still takes three rounds to pick up surface thoughts; new creatures entering the effect must save or also be affected, but once a creature successfully saves against the effect, she is immune to it for 24 hours. Member of the Board (Su): Lilis is one of the most trusted servants of Dispater. As a Member of his Board she becomes immune to all mind-influencing effects as per the mind blank spell; this immunity does not extend to mind-influencing effects originating from Dispater and his higher-ranking servants. Mind of Steel (Ex): Lilis gains a +12 bonus on all saves against mind-influencing effects. Pull the Strings (Sp): 2/day, any creature that has failed its save against insider trading can be affected by pull the strings if it fails another Will save (DC 26). An affected creature is under the effects of a geas, as determined by Lilis. Caster level 22nd.
tremely effective toll wardens, and some clerics, wizards, or sorcerers follow this path. Other classes find the thought-process of the toll warden somewhat alien and tend to shy away from it. Toll wardens of Mammon are often found in urban areas since this is where the money is to be had. They tend to be involved in positions of trust within profitable organizations, if not actually leading them. Some toll wardens do lead the life of a loner, particularly if they focus on the more traditional aspects of thievery. Due to their avarice, toll wardens rarely involve themselves with NPC parties - or, more properly, NPC parties rarely involve themselves with a toll warden. Hit Die: d6 Table 3-7: The Toll Warden of Mammon Class Level
Base Attack Bonus
Fort/Ref/ Will Save
Special
1
+0
+0/+2/+0
Collect, sneak attack +1d6
2
+1
+0/+3/+0
Tincture of treasure
3
+2
+1/+3/+1
Demand toll 1/day
4
+3
+1/+4/+1
Vanishing vault
5
+3
+1/+4/+1
Sneak attack +2d6
6
+4
+2/+5/+2
Demand toll 2/day
7
+5
+2/+5/+2
Greater collect
8
+6
+2/+6/+2
Weigh the wealth
9
+6
+3/+6/+3
Demand toll 3/day
10
+7
+3/+7/+3
Sneak attack +3d6, master of misappropriation
Toll Warden of Mammon The love of money is the root of all evil, as the saying goes. Gold does indeed have a voice, and those who fall under its spell find that their capacity for diabolic deeds grows rapidly. In time, these come to realize the truth of wealth: one can never have enough. The toll warden of Mammon sees only too easily to the heart of this matter. He is willing to trade away his soul for filthy lucre, to surrender eternity so long as he can have it all now. He is the merchant who sells faulty goods at a premium, then charges the earth to have them repaired or replaced. He is the bookkeeper who demands a steep price for his services, before proceeding to also embezzle additional coin for his pocket. He is the master thief who then has the audacity to return the next day and offer the same item to its original owner at a greatly inflated cost. He is the greedy tax collector who lines his own pocket at the expense of those who can least afford it. The toll warden is all of these things and more, for he delights in a simple philosophy: all wealth is his for the taking. He cannot abide the thought of even a copper penny in the hands of another, for he believes that all possessions rightly belong to him. Toll wardens come from many walks of life, although the rogue is best suited and complimented by the abilities of this prestige class. Multiclass monks can make ex-
Requirements To qualify to become a toll warden of Mammon, a character must fulfill all the following criteria. Alignment: Lawful Evil Skills: Appraise 12 ranks, Bluff 12 ranks, Sense Motive 9 ranks, Sleight of Hand 12 ranks Feats: Deft Hands, Devotee of Darkness (Mammon), Skill Focus (Appraise) Special: Toll wardens of Mammon must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be toll warden on the process to submit to the will of Mammon, the Lord of the Third. Class Skills The toll warden of Mammon’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist, Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (any) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). See Chapter 4: Skills in the
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Player’s Handbook for skill descriptions. Skill Points at Each Level: 6 + Int modifier. Class Features All of the following are class features of the toll warden of Mammon prestige class. Weapon and Armor Proficiency: Toll wardens of Mammon gain no proficiency with weapons or armor. Collect (Ex): A toll warden is exceptionally skilled at “collecting taxes,” sometimes referred to as “redistributing the wealth.” A toll warden gains a profane bonus on Sleight of Hand checks equal to his class level. Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 1st, 5th and 10th levels. If the toll warden gets a sneak attack bonus from another source, the bonuses on damage stack. Tincture of Treasure (Su): A 2nd level toll warden hates the thought of any significant wealth in the hands of another. He constantly detects the Tincture of Treasure at a radius of 10 feet centered on himself. This works similarly to detect spells, except that it detects anything of monetary value, with a minimum value of 333gp. By concentrating on the effect (a move equivalent action that does not provoke attacks of opportunity), the toll warden can discover more information. The first round (always active) allows him to ascertain whether there are objects worth more than 333gp in the vicinity (treat items or coins kept in the same container as being one object). The second round shows him the approximate location and number of places where such wealth is kept, with each location showing up as a glittering aura. The third round gives an approximation of the value of the item(s), so long as the toll warden succeeds on an appropriate Appraise check (increase the usual DC by 10 if the items cannot be directly seen) as a free action. A separate Appraise check is required for each aura. The toll warden can only use the Appraise skill to determine the mundane value of items. Demand Toll (Sp): The toll warden of Mammon is so firm in his belief that he should control the wealth of all those around him that he is able to Demand a Toll. Once per day at 3rd level, a toll warden can command that an item or sum of money be surrendered to him (essentially the command would be along the lines of “Give me your sword” - too long a demand will result in this ability being ineffective). This affects a single target within range of his voice, who is then entitled to a Will save (DC equal to 10 + the toll warden’s class level + his Charisma modifier). Success means that the target is dazed for 1d3 rounds, whilst failure means acceding to the demand as well as being dazed. Should the target not have the specified sum of money, or should the toll warden not specify which item is to be paid, the target automatically succeeds and is dazed for 1d3 rounds. At 6th level and every three levels thereafter, a toll warden can use this ability one additional time per day. Items of significant value to the potential payer of the toll prove harder for the toll warden to obtain. The single most valuable item possessed by the targeted individual grants the target a +4 bonus on his saving throw to avoid paying the toll. The second most valuable item grants a +2 bonus on the saving throw. Lesser items grant no bonus whatsoever. This is a mind-influencing, language dependent ability.
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Vanishing Vault (Su): At 4th level, the toll warden is granted the ability to access an extraplanar vault within which to store his wealth. This vault can only be accessed by the toll warden, and functions similarly to a bag of holding, save that there is no weight limit - only a space limit (one 10 foot cube per class level). The vault cannot be entered; its only purpose is to store items and effects until they are needed to be retrieved. The vault can be accessed as a standard action using the opening to any container or bag, so long as said container or bag is either his own or is unattended. Greater Collect (Su): A 7th level toll warden has become so skilled at collecting that he can always take 10 on Sleight of Hand checks. Furthermore, he can take items one size larger than normal, and hide them on his person as a supernatural ability. The basic Sleight of Hand DC to lift a larger object from an individual is 30, and the opponent gains a +5 circumstance bonus on the opposed Spot check to notice the ‘collection.’ Weigh the Wealth (Su): At 8th level, a toll warden’s ability to sense wealth around him improves dramatically. He can sense the value of any item or collection of coins within 30 feet, no matter how low the value. The auras revealing where the wealth is to be had show up during the first round, without the need to concentrate, and the toll warden is able to assess each aura’s particular strength. A guideline on aura strengths is given in the table below: Table 3-8: Wealth Aura Strengths Wealth Range
Aura Strength
Below 1gp
Dim
1gp - 33gp
Faint
34gp - 666gp
Moderate
667gp - 33,333gp
Strong
33,334gp and above
Overwhelming
The toll warden can make an Appraise check on each aura as per the Tincture of Treasure ability to gain a more accurate indication of worth. If the item is at all magical in nature, he can assess the full value of the item, but does not gain any insight as to what enchantments are in effect. As a rule of thumb, assume that magical items have a base Appraise DC of 20, +1 per 2,000gp of value. A potion of cure light wounds, therefore, would have an Appraise DC of 21 to determine its value at 50gp, while a mirror of life trapping would have an Appraise DC of 120. Assuming that the toll warden made the Appraise DC 21 to assess the potion as being worth 50gp, he would still only know that he had a vial of some liquid worth 50gp. Additionally, the toll warden has become so attached to his ill-gotten gains that even the loss of a copper penny does not go unnoticed. Should the toll warden lose or surrender any item that he has had on his person for more than 3 hours, he is able to use locate object at will to find said item. Master of Misappropriation (Su): A 10th level toll warden of Mammon has become an accumulator of others’ wealth par excellence. Any creature targeted by his demand toll ability that fails its saving throw must continue to make a saving throw round by round; the toll warden continues to make demands until a successful save is made, although the save DC decreases by -1
round by round. This still counts as only one use of demand toll. Additionally, he can discern location 1/week to find any object he has touched. Example Toll Warden of Mammon Lake Eleven Fingers Rogue 9, Toll Warden of Mammon 4 Medium Humanoid (Kin) Hit Dice: 13d6+13 (61 hp) Initiative: +5 (+5 Dex) Speed: 20 ft. (4 squares) Armor Class: 20 (+5 Dex, +1 size, +4 armor), touch 16, flat-footed 15 Base Attack/Grapple: +9/+5 Attack: +2 keen dagger +17 melee or +17 ranged (1d4+2/17-20); or masterwork light crossbow (with +1 bolts) +16 ranged (1d8+1/19-20) Full Attack: +2 keen dagger +17/+12 melee or +17 ranged (1d4+2/17-20); or masterwork light crossbow (with +1 bolts) +16 ranged (1d8+1/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Demand toll 1/day, sneak attack +6d6 Special Qualities: Collect, evasion, improved uncanny dodge, tincture of treasure, trapfinding, trap sense +3, uncanny dodge, vanishing vault Saves: Fort +6, Ref +16, Will +5 Abilities: Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 16 Skills: Appraise +21, Balance +10, Bluff +10, Climb +6 (+8 to climb a rope), Diplomacy +7, Disable Device +16, Disguise +10 (+12 when acting in character), Escape Artist +20 (+22 when escaping rope bonds), Hide +28, Intimidate +13, Jump +9, Listen +6, Move Silently +22, Open Lock +16, Sleight of Hand +27, Sense Motive +10, Tumble +15, Use Rope +17 (+19 to bind someone) Feats: Cheat, Deft Hands, Devotee of Darkness (Mammon), Skill Focus (Appraise), Weapon Finesse Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 13 Treasure: 2476 gp, +2 keen dagger, +2 slick leather armor, backpack, belt pouch (with 90 sp), boots of elvenkind, cloak of elvenkind, crowbar, explorer's outfit, masterwork light crossbow, masterwork thieves' tools, ring of invisibility, silk rope (50 ft.), trail rations (x2), quiver (with 50 +1 bolts), waterskin, winged boots. Alignment: Lawful evil Lake Eleven Fingers is a celebrated kin working for a money lender, who lost a finger defending his employer's shipments during a caravan ten years earlier. He is now a trustee for the money lender, managing a "franchise" in a town 30 miles away from his employer. Although his employer suspects that Lake is skimming off the top, he doesn't care as Lake consistently manages to reap greater interest profits than his other trustees. What he doesn't know is that Lake is neck deep in a business arrangement with a green dragon that is using the franchise to launder coin he's stolen from a nearby red dragon, dwarves, and from the money lender himself. Lake is soft spoken but brave; he's not afraid to take risks and can be very direct to the point of threatening. Although he prefers not to, he's comfortable in a fight and used to adventure in his
past. Lake speaks Common, Draconic, Dwarven, Goblin, Gnome, and Infernal. Collect (Ex): Lake is exceptionally skilled at "collecting taxes", gaining a +4 profane bonus on Sleight of Hand checks. Demand Toll (Sp): 1/day, Lake can command that an item or sum of money be surrendered to him. This affects one target within range of his voice, who is entitled to a Will save (DC 16). Success means that the target is dazed for 1d3 rounds, whilst failure means acceding to the demand as well as being dazed for 1d3 rounds. Should the target not have the specified item or sum of money, or should the toll warden not specify which item is to be paid, the target automatically succeeds (and is dazed for 1d3 rounds). The most valuable item possessed by the target grants the target a +4 bonus on his saving throw; the second most valuable item grants a +2 bonus; and lesser items grant no bonus. This is a mindinfluencing, language dependent ability. Devotee of Darkness: Once per day, Lake can call upon the aid of Mammon, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Lake gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Mammon (or the Lord of Avarice himself), Lake takes a –2 penalty on attacks, checks, and other rolls, a –3 penalty to Armor Class, and a -6 penalty to saving throws. Tincture of Treasure (Su): Lake hates the thought of wealth in the hands of others, and constantly detects nearby objects worth at least 333 gp (as though by a detect spell with a 10 foot radius, centered on himself). By concentrating on the effect (a move action that does not provoke attacks of opportunity), Lake can discover more information. The first round (always active) allows him to ascertain whether there are objects at least 333 gp in the vicinity (items or coins kept in the same container count as one object). The second round shows him the approximate location and number of places where such wealth is kept. The third round gives an approximation of the value of the item(s), as long as Lake succeeds on an Appraise check (increase the DC by 10 if the items cannot be seen) as a free action. A separate check is required for each aura. Lake can only use the Appraise skill to determine the mundane (non-magical) value of an item. Vanishing Vault (Su): Lake stores his wealth in an extraplanar vault, akin to a bag of holding, which only he can access. There is no weight limit, but there is a space limit (Lake's vault is a 40 foot cube). The vault cannot be entered; its only purpose is to store items until they are needed. Lake can access his vault as standard action, using the opening to any container or bag, so long as said container or bag is either his own or is unattended.
Epic Toll Warden of Mammon The epic toll warden approaches ever closer to his ultimate goal: all wealth will be his, and he takes what is due him whether proffered willingly or not. Although the epic toll warden’s wealth – and capacity to increase that wealth – is phenomenal, his greed is even greater
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than his gold. For that reason, stooping to pick up a copper piece is just as important as lifting the pouch of diamonds from a passing merchant. As an epic toll warden, your focus is already quite clearly defined. Your feats are therefore spent in those areas which best help you in your quest of absolute control of all wealth. Additional Magic Item Space allows you to wear more of your expensive baubles, while Improved Demand Toll and Polyglot allow you to quickly collect those baubles rightly yours. Epic Skill Focus (Sleight of Hand) will bring you even more rapidly to legendary feats of legerdemain. Finally, Superior Initiative and Blinding Speed mean that you will be a step ahead of those who attempt to thwart you – by the time they have thought to act they will already have surrendered their most powerful talismans into your grasp. The toll warden is best served by placing ability score increases into Dexterity and Charisma. Increases to Intelligence grant additional skill points, which would also be of great benefit. Hit Die: d6. Skill Points per Level: 6 + Int Modifier. Table 3-9: The Epic Toll Warden of Mammon Class Level
Special
11 12
Demand Toll 4/day
13
Bonus feat
14 15
Demand Toll 5/day, sneak attack +4d6
16
Bonus feat
17 18
Demand Toll 6/day
19
Bonus feat
20
Sneak attack +5d6
Class Features Collect (Ex): After 10th level, the toll warden’s bonus to Sleight of Hand checks increases by 1 for every 2 toll warden levels, instead of by 1 for every toll warden level. Sneak Attack (Ex): At 15th level, and every 5 levels thereafter, the epic toll warden’s sneak attack damage increases by +1d6. Demand Toll (Sp): At 12th level, and every three levels thereafter, the epic toll warden can use demand toll an additional time per day. After 10th level, the save DC of this ability increases by 1 for every 2 toll warden levels, instead of by 1 for every toll warden level. Vanishing Vault (Su): The space limit for the vault increases by one 10 foot cube per class level, as per normal. Bonus Feats: An epic toll warden of Mammon gains a bonus feat (selected from the list of epic toll warden bonus feats) every three levels beyond 10th. Epic Toll Warden Bonus Feat List: Additional Magic Item Space, Blinding Speed, Epic Reflexes, Epic
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Skill Focus, Epic Speed, Epic Will, Improved Combat Reflexes, Improved Master of Misappropriation, Improved Sneak Attack, Lingering Damage, Lord of Legerdemain, Rapacious, Robber of Legend, Safe and Secure, Sneak Attack of Opportunity, Superior Initiative, Trap Sense, Vainglorious Vault, What’s Mine is Mine. Example Epic Toll Warden of Mammon Lake Eleven Fingers Rogue 10, Toll Warden of Mammon 13 Medium Humanoid (Kin) Hit Dice: 23d6+23 (106 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares) with boots of swiftness; base speed 20 ft. (4 squares) Armor Class: 34 (+11 Dex, +1 size, +7 armor, +5 deflection), touch 27, flat-footed 23 Base Attack/Grapple: +16/+12 Attack: +5 wounding dagger +33 melee or +33 ranged (1d4+5 plus 1 Con/19-20); or +2 frost light crossbow (with +1 keen bolts) +16 ranged (1d8+2 plus 1d6/1720) Full Attack: +5 wounding dagger +33/+28/+23/+18 melee or +33 ranged (1d4+5 plus 1 Con/19-20); or +2 frost light crossbow (with +1 keen bolts) +16 ranged (1d8+2 plus 1d6/17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Demand toll 4/day, master of misappropriation, sneak attack +8d6 Special Qualities: 20% concealment, greater collect, improved evasion, improved uncanny dodge, nondetection, trapfinding, trap sense +3, uncanny dodge, vanishing vault, weigh the wealth Saves: Fort +9, Ref +27, Will +8 Abilities: Str 10, Dex 32, Con 12, Int 14, Wis 10, Cha 16 Skills: Appraise +31, Balance +40, Bluff +10, Climb +27 (+29 to climb a rope), Diplomacy +7, Disable Device +26, Disguise +10 (+12 when acting in character), Escape Artist +40 (+42 when escaping rope bonds), Hide +54, Intimidate +13, Jump +29, Listen +11, Move Silently +47, Open Lock +29, Sleight of Hand +59, Sense Motive +10, Tumble +45, Use Rope +17 (+19 to bind someone) Feats: Cheat, Deft Hands, Devotee of Darkness (Mammon), Improved Initiative, Skill Focus (Appraise), Skill Focus (Sleight of Hand), Weapon Finesse Epic Feats: Epic Skill Focus (Sleight of Hand), Lord of Legerdemain Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 23 Treasure: 58,726 gp, +2 frost light crossbow, +5 wounding dagger, +5 greater slick leather armor, backpack, belt pouch (with 100 sp), boots of swiftness, crowbar, explorer's outfit, mantle of great stealth, masterwork thieves' tools, ring of invisibility, ring of protection +5, silk rope (50 ft.), trail rations (x2), quiver (with 50 +1 keen bolts), waterskin Alignment: Lawful evil Lake has received a +4 inherent bonus to his Dexterity score. Demand Toll (Sp): 1/day, Lake can command that an item or sum of money be surrendered to him. This af-
fects one target within range of his voice, who is entitled to a Will save (DC 26). Success means that the target is dazed for 1d3 rounds, whilst failure means acceding to the demand as well as being dazed for 1d3 rounds. Should the target not have the specified item or sum of money, or should the toll warden not specify which item is to be paid, the target automatically succeeds (and is dazed for 1d3 rounds). The most valuable item possessed by the target grants the target a +4 bonus on his saving throw; the second most valuable item grants a +2 bonus; and lesser items grant no bonus. This is a mindinfluencing, language dependent ability. Devotee of Darkness: Once per day, Lake can call upon the aid of Mammon, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Lake gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 23 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Mammon (or the Lord of the Avarice himself), Lake takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Lake obtains is ever effective against such creatures. Greater Collect (Ex): Lake is exceptionally skilled at "collecting taxes", gaining a +11 profane bonus on Sleight of Hand checks. He may always take 10 on Sleight of Hand checks. Furthermore, he can take items one size category larger than normal, and hide them on his person as a supernatural ability. The base Sleight of Hand DC to lift a larger object from an individual is 30, and the opponent gains a +5 circumstance bonus on the opposed Spot check to notice the 'collection'. Master of Misappropriation (Su): Lake has become an accumulator of others’ wealth par excellence. Any creature targeted by his demand toll ability that fails its saving throw must continue to make a saving throw round by round; Lake continues to make demands until a successful save is made, although the save DC decreases by -1 each round. This still counts as only one use of demand toll. Additionally, he can discern location 1/ week to find any object he has touched. Tincture of Treasure (Su): Lake hates the thought of wealth in the hands of others, and constantly detects nearby objects worth at least 333 gp (as though by a detect spell with a 10 foot radius, centered on himself). By concentrating on the effect (a move action that does not provoke attacks of opportunity), Lake can discover more information. The first round (always active) allows him to ascertain whether there are objects at least 333 gp in the vicinity (items or coins kept in the same container count as one object). The second round shows him the approximate location and number of places where such wealth is kept. The third round gives an approximation of the value of the item(s), as long as Lake succeeds on an Appraise check (increase the DC by 10 if the items cannot be seen) as a free action. A separate check is required for each aura. Lake can only use the Appraise skill to determine the mundane (non-magical) value of an item. Vanishing Vault (Su): Lake stores his wealth in an extraplanar vault, akin to a bag of holding, which only he can access. There is no weight limit, but there is a space limit (Lake's vault is a 130 foot cube). The vault cannot be entered; its only purpose is to store items until they
are needed. Lake can access his vault as standard action, using the opening to any container or bag, so long as said container or bag is either his own or is unattended. Weigh the Wealth (Su): Lake hates the thought of wealth in the hands of others, and constantly detects nearby coins or items (as though by a detect spell with a 30 foot radius, centered on himself). Lake can instinctively assess the approximate value of the nearby treasure (as per Table 3-8). He may make on Appraise check on each aura as a free action to gain a more accurate indication of the treasure's worth. If the item is magical, he can assess the value of the item but does not gain any insight as to what enchantments are in effect. Assume that magical items have a base Appraise DC of 20 +1 per 2,000 gp of value. Lake has become so attached to his ill-gotten gains that the loss of even a copper penny will not go unnoticed. Should Lake lose or surrender any item he has had on his person for more than 3 hours, he is able to use locate object at will to find said item.
Dominator of Belial Of all the layers of Hell, it is the Fourth that best represents the image of that which is truly ‘hellish.’ It is a place of suffering and pain, including the infamous Lake of Fire and Brimstone. And although Phlegethos represents spiritual pain and suffering, most individuals only grasp the physical oppression which this place embodies. There are some who are drawn to such things as physical oppression, those who delight in causing pain, and even find pleasure in it. These individuals seek to dominate the will of others, using pain with passion, suffering with seduction, the fire of their own lusts manifesting itself in diverse methods of control and confinement of both friend and foe. Such a soul is easily seduced into the service of Belial, and they become the dominators of the Master of Pain and Suffering. Dominators of Belial are almost always found in positions of authority. Whether as a titular ruler or the head of a local church, whether as a merchant prince or a guild leader, the dominator has the type of personality that seeks power, and the ability to take it. Previous to swearing allegiance to Belial, they may have hidden such perversions as they seek as an accessory (or, perhaps more correctly, purpose) to their power, but the dominator tends to become more and more open about such activities as his power grows. Restrictive laws are put in place, with conforming the only pleasant option available. Curfews, dress codes, and segregation of different sexes/ races/cultures are typical of the regime of a dominator. Dominators often come from the ranks of fighters, monks, rangers and rogues. The way of the dominator can also appeal to fallen paladins who do not desire the path of a blackguard. Dominators are almost never found in a submissive or secondary role. Hit Dice: d6 Requirements To qualify to become a dominator of Belial, a character must fulfill all the following criteria. Alignment: Lawful Evil Base Attack Bonus: +6 Skills: Bluff 4 ranks, Intimidate 12 ranks, Sense Mo-
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tive 4 ranks Feats: Devotee of Darkness (Belial), Persuasive, Vile Martial Strike (or Vile Ki Strike or Vile Natural Strike) Special: The dominator of Belial must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be dominator on the process to submit to the will of Belial, Lord of the Fourth. Class Skills The dominator of Belial’s class skills (and the key ability for each skill) are: Bluff (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Move Silently (Dex), Open Lock (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Intelligence modifier. Table 3-10: The Dominator of Belial Class Level
Base Attack Bonus
Fort/Ref/ Will Save
Special
1
+0
+2/+0/+2
Touch of fire, true torturer
2
+1
+3/+0/+3
Presence of pain
3
+2
+3/+1/+3
Punishment +1d6
4
+3
+4/+1/+4
Presence of passion
5
+3
+4/+1/+4
Embracement of pain
6
+4
+5/+2/+5
Punishment +2d6
7
+5
+5/+2/+5
Revelation of pain
8
+6
+6/+2/+6
Soul of fire
9
+6
+6/+3/+6
Masochist, punishment +3d6
10
+7
+7/+3/+7
Suffer
Class Features All the following are class features of the dominator of Belial prestige class. Weapon and Armor Proficiency: A dominator of Belial gains proficiency with simple weapons, as well as ranseurs and whips. The dominator also gains proficiency with light and medium armor, but not with shields. In the hands of a dominator of Belial, whips may cause lethal or non-lethal damage depending on the desires of the dominator. Touch of Fire (Su): The touch of a dominator may transmit scalding heat. A number of times per day equal to the dominator’s Charisma modifier, the dominator may cause 1d6 points of fire damage on any successful melee or whip attack. Touch of Fire damage does not stack with fire damage from other sources. The domina-
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tor also receives fire resistance 10. True Torturer (Ex): The dominator receives a +4 bonus to all checks related to torturing victims as described in the Book of Vile Darkness. Thus, appropriate Bluff, Intimidate, and Sense Motive checks are modified as necessary during torture sessions. Presence of Pain (Su): The presence of a dominator can fill those around her with a tremendous sense of pain and dread. As a standard action, the dominator can cause all within five feet of her person to suffer from intense pain. Those within the radius must succeed on a Will save DC = 10 + the dominator’s class level + the dominator’s Charisma modifier or fall under the effects of fear as cast by a sorcerer of the dominator’s character level. Punishment (Ex): The dominator excels in further harming those already writhing in pain. Any creature that the dominator has successfully struck in melee or with a whip within the last four rounds or any creature under the influence of the dominator’s Presence of Pain or Revelation of Pain suffers an additional +1d6 points of damage from subsequent dominator melee attacks. The dominator can select whether or not this extra damage is lethal or non-lethal in nature. The amount of extra damage the dominator can cause increases by 1d6 every three levels. Creatures that are immune to critical hits are likewise immune to Punishment. Presence of Passion (Su): The dominator can cause those who have been harmed by her to seek to please her in order to avoid further torture. The dominator can attempt to cast charm person on any being that has sustained more than 10 points of damage from one successful melee attack she has caused as a standard action. The dominator may attempt this power a number of times per day equal to her Charisma modifier. The Will save DC = 10 + the dominator’s class level + the dominator’s Charisma modifier + 1 for every 5 points of damage beyond 10. All forms of damage stack for the purposes of determining the modifier. The charm person behaves as the spell as though cast by a sorcerer of the dominator’s character level with the following adjustments. First, due to the nature of the Presence of Passion, the victim affected by this power does not receive a bonus to the initial saving throw. Second, the victim will do almost anything to avoid more pain, and suffers a -2 penalty to all Charisma checks when asked by the dominator to perform a deed not in his nature. Finally, if the victim is asked to do something suicidal, he will do it in order to avoid future reprisals, but receives a Will saving throw to overcome the effects. Once the effect of the Presence of Passion wears off, the victim perceives the dominator in a very hostile light. The dominator may not charm more than one person per class level in this manner. Embracement of Pain (Ex): The dominator receives a boon against effects that should harm or otherwise incapacitate her as she is filled with passion rather than pain. This translates into a +2 bonus to all saving throws made against fear and pain effects; furthermore, such spells against which the dominator fails are only half as effective and last half as long. Revelation of Pain (Su): Once per day as a standard action, the dominator may cast symbol of pain as a sorcerer equal to her character level. This symbol of pain takes only one action to cast rather than 10 minutes, but lasts for only five minutes per the dominator’s class level. Those under the effects of Revelation of Pain also suffer -4 penalties to saving throws and Charisma checks
against any of the dominator’s subsequent attacks or spells. Soul of Fire (Ex): The dominator receives complete immunity to all fire attacks. Additionally, the dominator’s Touch of Fire now deals 1d10 points of damage which stacks with fire damage from other sources. In addition, the dominator may attempt to use any firebased magic item as if she had full skill ranks in Use Magic Device with a +4 competence bonus.” Masochist (Ex): The dominator receives intense pleasure when harmed or otherwise damaged. Any time the dominator suffers five or more points of damage from one attack, she receives a +1 bonus to attacks, initiative, saving throws, and skill checks; the DCs to her dominator specific special abilities likewise receive a +1 bonus. These bonuses remain for one round. Furthermore, the dominator never suffers from massive damage attacks and does not fall unconscious upon reaching 0 or fewer hit points; however, she automatically dies when she reaches -10 hit points. The dominator may deliver this damage to herself if she so desires. Suffer (Su): The dominator has reached the pinnacle of her power as a slave of Belial. She achieves complete immunity to fear or pain effects. When engaged in melee combat, those who successfully harm the dominator find that half of the damage they cause is dealt to them in turn at the end of their action. Finally, the dominator may attempt, as a standard action, to dominate person anyone that she has successfully harmed in melee combat or with a whip; this must be done within 4 rounds of actually dealing the damage. This spell functions as though cast by a sorcerer of the dominator’s character level and has a Will save DC of 10 + the dominator’s class level + the dominator’s Charisma modifier + 1 for every 10 points of damage a dominator dealt in a single attack. The dominator may attempt to affect a number of victims per day equal to her Charisma modifier, and may have up to 10 dominated slaves at any one time. Those released from the dominator’s power hate her with a passion, perceiving her in a very hostile manner. Example Dominator of Belial High Inquisitor Alak Trek Fighter 2, Cleric 7, Dominator of Belial 5 Medium Humanoid (Sapien) Hit Dice: 2d10+7d8+5d6+28 (92 hp) Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Armor Class: 18 (+1 Dex, +4 armor, +3 deflection), touch 14, flat-footed 17 Base Attack/Grapple: +10/+16 Attack: Unarmed strike +14 melee (1d3+4); or +1 vicious wounding whip +13 melee (1d3+3 plus 2d6 plus 1 Con plus 1 vile plus 1d6 to Alak) Full Attack: Unarmed strike +14/+9 melee (1d3+4); or +1 vicious wounding whip +13/+8 melee (1d3+3 plus 2d6 plus 1 Con plus 1 vile plus 1d6 to Alak) Space/Reach: 5 ft./5 ft. Special Attacks: Presence of pain, presence of passion, punishment +1d6, rebuke undead 5/day, spells, touch of fire Special Qualities: Embracement of pain, fire resistance 10, true torturer Saves: Fort +16, Ref +7, Will +15 Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 16, Cha 15
Skills: Bluff +9, Climb +2 (+4 to climb a rope), Diplomacy +4, Disguise +2 (+4 when acting in character), Gather Information +9, Intimidate +22, Knowledge (religion) +10, Knowledge (the planes) +5, Sense Motive +8, Speak Language (Infernal) Feats: Devotee of Darkness (Belial), Endurance, Improved Grapple, Improved Unarmed Strike, Persuasive, Power Attack, Skill Focus (Intimidate), Spell Focus (Enchantment), Vile Martial Strike (whip) Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 14 Treasure: 3804 gp, +1 vicious wounding whip, amulet of mighty fists +2, belt pouch (with 100 sp), bracers of armor +4, cleric's vestments, cloak of resistance +3, masterwork dagger, masterwork manacles, ring of mind shielding, ring of protection +3, silk rope (50 ft.), silver unholy symbol (Belial), waterskin Alignment: Lawful evil A high ranking worshiper in a church that has been ferreting out those suspected of apostasy and high treason against the duke, Alak Trek has become renowned for his ability to encourage testimony that has led to the arrests and executions of some of the most dangerous men and women in the duchy. What neither the church nor king know is that he has long since sold his soul to Belial and that his mission is to hide the true traitors while ferreting out those who could stop the eventual coup that lies around the corner. Alak is an older, yet vigorous man, who in his youth was a very faithful man with doubts about his own sexuality. He tried to prove his manhood by raping and murdering female prostitutes. Alak speaks Common and Infernal. Devotee of Darkness: Once per day, Alak can call upon the aid of Belial, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Alak gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Belial (or the Lord of Pain and Suffering himself), Alak takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. Embracement of Pain (Ex): Alak receives a boon against effects that should harm or incapacitate him, as he is filled with passion rather than pain. This translates into a +2 bonus to all saves against fear and pain effects; furthermore, such spells are only half as effective and last only half as long even if he fails his save against them. Presence of Pain (Su): Alak can cause all within five feet of him to suffer from intense pain. They must succeed on a Will save (DC 17) or fall under the effects of fear (caster level 14th). Presence of Passion (Su): Alak can cause those he's harmed to seek to please him in order to avoid further torture. 2/day, he may cast charm person (caster level 14th) on any being that has sustained more than 10 points of damage from one of his melee attacks. The Will save DC is 17 + 1 for every 5 points of damage beyond 10; all forms of damage stack for the purposes of determining the modifier. Due to the nature of the presence of passion, the victim affected by this power does
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not receive a bonus to the initial saving throw. They will do almost anything to avoid more pain, and suffer a -2 penalty to all Charisma checks when asked by Alak to perform a deed against their nature. The victim will even obey suicidal orders, in order to avoid future reprisals, but such a victim receives another Will save to overcome the effects. Once the presence of passion wears off, the victim will perceive Alak in a very hostile light. Alak may not charm more than 5 people at any one time. Punishment (Ex): Alak excels in further harming those already writhing in pain. Any creature he has strike in melee or with a whip within the last four rounds, or any creature under the influence of his presence of pain ability, suffers an additional +1d6 points of damage from Alak's subsequent melee attacks. Alak can select whether this extra damage is lethal or nonlethal in nature. Creatures immune to critical hits are immune to punishment. Touch of Fire (Su): 2/day, Alak may transmit scalding heat through any successful melee or whip attack, dealing 1d6 points of fire damage. Touch of fire damage does not stack with fire damage from other sources. True Torturer (Ex): Alak receives a +4 bonus to all checks related to torturing victims as described in the Book of Vile Darkness. Typical Cleric Spells Prepared: (6/5+1/4+1/3+1/1+1; save DC 13 + spell level): 0 - create water, detect magic, mending, resistance; 1st - angry ache*, bane, cause fear, command, deathwatch, doom; 2nd - death knell, hold person, sadism*, silence, zone of truth; 3rd - bestow curse, blindness/deafness, deeper darkness, wrack*; 4th - lesser planar ally, liquid pain*. *Domain spell. Domains: Domination (gain Spell Focus [enchantment] as a bonus feat) and Pain (1/day, Alak may convert up to 14 points of damage from one blow into healing for himself).
Epic Dominator of Belial The epic dominator of Belial is a perverse figure, capable of unspeakable acts of cruelty. Driven by his lust and his will to dominate others, he uses fear and pain as his weapons on his quest to force all others into submission. An epic dominator tends to focus on feats that allow him to intimidate or torment others, such as Epic Reputation, Epic Skill Focus (Intimidate), or Improved Touch of Fire, or feats that increase his ability to withstand pain himself, such as Epic Endurance, Epic Fortitude, or Fast Healing. The epic dominator of Belial relies heavily on Charisma, on which many of his abilities are based. Increases to his Constitution are also very helpful, as they allow the masochistic dominator to take more damage. Hit Die: d6. Skill Points/level: 4 + Int Modifier. Class Features Punishment (Ex): At 12th level, and every 3 levels thereafter, the epic dominator’s sneak attack damage increases by +1d6. Revelation of Pain (Su): At 14th level, and every 7 levels thereafter, the epic dominator can use revelation of pain one additional time per day. Bonus Feats: The epic dominator of Belial gains a bonus feat (selected from the list of epic dominator bonus feats) every three levels beyond 10th.
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Table 3-11: The Epic Dominator of Belial Class Level
Special
11 12
Punishment +4d6
13
Bonus Feat
14 15
Punishment +5d6
16
Bonus Feat
17 18
Punishment +6d6
19
Bonus Feat
20 Epic Dominator of Belial Bonus Feat List: Epic Endurance, Epic Fortitude, Epic Reputation, Epic Skill Focus, Epic Weapon Focus (whip), Epic Weapon Specialization (whip), Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Improved Touch of Fire, Perfect Health, Superior Initiative. Example Epic Dominator of Belial High Inquisitor Alak Trek Fighter 2, Cleric 8, Dominator of Belial 14 Medium Humanoid (Sapien) Hit Dice: 2d10+8d8+14d6+150 (250 hp) Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Armor Class: 28 (+1 Dex, +3 Wis, +8 armor, +5 deflection, +1 monk), touch 20, flat-footed 27 Base Attack/Grapple: +17/+21 Attack: Unarmed strike +26 melee (1d8+9); or +2 vicious vorpal wounding whip +23 melee (1d3+6 plus 2d6 plus 1 Con plus 1 vile plus 1d6 to Alak/x2 plus decapitation) Full Attack: Unarmed strike +26/+21/+16 melee (1d8+9); or +2 vicious vorpal wounding whip +23/ +18/+13 melee (1d3+6 plus 2d6 plus 1 Con plus 1 vile plus 1d6 to Alak/x2 plus decapitation) Space/Reach: 5 ft./5 ft. Special Attacks: Presence of pain, presence of passion, punishment +4d6, rebuke undead 7/day, revelation of pain 2/day, soul of fire, spells, suffer Special Qualities: Embracement of pain, fire resistance 10, masochist, true torturer Saves: Fort +28, Ref +13, Will +23 Abilities: Str 19, Dex 13, Con 19, Int 11, Wis 16, Cha 18 Skills: Bluff +11, Climb +4 (+6 to climb a rope), Diplomacy +6, Disguise +4 (+6 when acting in character), Escape Artist +6 (+8 to escape rope bonds), Gather Information +21, Intimidate +38, Knowledge (religion) +10, Knowledge (the planes) +9, Sense Motive +10, Speak Language (Infernal), Use Rope +12 (+14 to bind someone) Feats: Devotee of Darkness (Belial), Endurance, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Improved Toughness, Persuasive, Power Attack, Skill Focus (Intimidate), Spell Focus (Enchantment), Vile Martial Strike (whip)
Epic Feats: Epic Endurance, Epic Toughness, Improved Touch of Fire Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 24 Treasure: 1504 gp, +2 vicious vorpal wounding whip, amulet of mighty fists +5, belt pouch (with 100 sp), boots of teleportation, bracers of armor +8, cleric's vestments, chime of interruption, greater strand of prayer beads, mantle of spell resistance and resistance +5, manual of bodily health +5, manual of gainful exercise +5, masterwork dagger, masterwork manacles, monk's belt, necklace of fireballs type VII, ring of mind shielding, ring of protection +5, silk rope (50 ft.), silver unholy symbol (Belial), waterskin. Alignment: Lawful evil Alak has received +5 inherent bonuses to his Strength and Constitution scores. Devotee of Darkness: Once per day, Alak can call upon the aid of Belial, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Alak gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 24 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Belial (or the Lord of Pain and Suffering himself), Alak takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Alak obtains is ever effective against such creatures. Embracement of Pain (Ex): Alak receives a boon against effects that should harm or incapacitate him, as he is filled with passion rather than pain. This translates into a +2 bonus to all saves against fear and pain effects; furthermore, such spells are only half as effective and last only half as long even if he fails his save against them. Masochist (Ex): Alak receives intense pleasure when harmed or otherwise damaged. Any time Alak suffers five or more points of damage from one attack, he receives a +1 bonus to attacks, initiative, saving throws, and skill checks; the DCs to his dominator specific special abilities likewise receive a +1 bonus. These bonuses remain for one round. Furthermore, Alak is not susceptible to death by massive damage and does not fall unconscious upon reaching 0 or fewer hit points; however, he automatically dies when he reaches -10 hit points. Alak may deliver this damage to himself if he so desires. Presence of Pain (Su): Alak can cause all within five feet of him to suffer from intense pain. They must succeed on a Will save (DC 28) or fall under the effects of fear (caster level 24th). Presence of Passion (Su): Alak can cause those he's harmed to seek to please him in order to avoid further torture. 4/day, he may cast charm person (caster level 24th) on any being that has sustained more than 10 points of damage from one of his melee attacks. The Will save DC is 28 + 1 for every 5 points of damage beyond 10; all forms of damage stack for the purposes of determining the modifier. Due to the nature of the presence of passion, the victim affected by this power does not receive a bonus to the initial saving throw. They will do almost anything to avoid more pain, and suffer a -2
penalty to all Charisma checks when asked by Alak to perform a deed against their nature. The victim will even obey suicidal orders, in order to avoid future reprisals, but such a victim receives another Will save to overcome the effects. Once the presence of passion wears off, the victim will perceive Alak in a very hostile light. Alak may not charm more than 5 people at any one time. Punishment (Ex): Alak excels in further harming those already writhing in pain. Any creature he has strike in melee or with a whip within the last four rounds, or any creature under the influence of his presence of pain ability, suffers an additional +4d6 points of damage from Alak's subsequent melee attacks. Alak can select whether this extra damage is lethal or nonlethal in nature. Creatures immune to critical hits are immune to punishment. Revelation of Pain (Su): 2/day, as a standard action, Alak may cast symbol of pain (caster level 24th). This symbol of pain takes 1 action to cast and lasts for 70 minutes. Those under the effects of revelation of pain also suffer -4 penalties to saving throws and Charisma checks against any of Alak's subsequent attacks or spells. Suffer (Su): Alak has reached the pinnacle of his power as a slave of Belial. He has complete immunity to fear or pain effects. When engaged in melee combat, those who successfully harm him find that half of the damage they cause is dealt to them in turn at the end of their action. Finally, Alak may attempt, as a standard action, to cast dominate person (caster level 24th) on anyone that he has successfully harmed in melee combat; this must be done within 4 rounds of actually dealing the damage. The Will save DC is 28 +1 for every 10 points of damage Alak dealt in a single attack. He may attempt to attempt up to 4 victims per day, and may have up to 10 dominated slaves at any one time. Those released from Alak's power hate him with a passion, perceiving him in a very hostile manner. Soul of Fire (Su): 4/day, Alak may transmit scalding heat through any successful melee or whip attack, dealing 2d10 points of fire damage and ignoring the first 10 points of fire resistance each round. Alak has fire resistance 10, and may attempt to use any fire-based magic item as if he had a +35 modifier to Use Magic Device. True Torturer (Ex): Alak receives a +4 bonus to all checks related to torturing victims as described in the Book of Vile Darkness. Typical Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; save DC 13 + spell level): 0 - create water, detect magic, mending, resistance; 1st - angry ache*, bane, cause fear, command, deathwatch, doom; 2nd - death knell, hold person, sadism*, silence, zone of truth; 3rd - bestow curse, blindness/deafness, contagion, deeper darkness, wrack*; 4th - divine power, lesser planar ally, liquid pain*. *Domain spell. Domains: Domination (gain Spell Focus [enchantment] as a bonus feat) and Pain (1/day, Alak may convert up to 24 points of damage from one blow into healing for himself).
Veil of Leviathan Dissatisfaction is a terrible thing. It is like a disease, steadily gnawing away at the mind, eventually crumbling defenses and forcing individuals to act. The Realms Above teach that there is only one way to overcome it: a change of attitude, from selfish to selfless. Hell teaches a very different lesson: step on who you must until you control all you desire. Among the servants of Hell, none
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have learnt this lesson better than the veil of Leviathan. The veil has long since forgotten what it is like to be content with his lot in life. He is ignorant of such things as peace and joy, knowing only a hunger that cannot be sated. The veil is often a glutton of the worst sort, seemingly unable or unwilling to control his appetites in at least one aspect of his life, and yet surprisingly disciplined in his efforts to pursue said appetites. He uses the dark gifts that come from his association with Leviathan to plot further attempts to control all he desires. He seeks to keep others ignorant of his machinations, whether by keeping them in the dark, or by returning them to it. The veil often takes his place in society as an underworld figure. His is a world of no names, no rumors, and no information. He has elaborate cells of underlings to do his bidding, most of them unaware of each other, and often just as unaware of the veil himself. He is the hypocrite who dabbles in politics, promising one thing, but always interweaving his own agenda. He leaves no trail, and no finger ever points his way - not for long in any case. He is the privateer - never the pirate - who follows his dark passions under a flag of no colors, but then justifying his acts as patriotic. He is the fine weather friend who turns from his allies at the first sign of trouble. Veils of Leviathan generally come from the ranks of rangers and rogues. Some fighters and monks also take up the class. Spellcasters of any sort can make excellent veils as well, but find it difficult to meet the prerequisites. Veils are found in all sorts of company, usually as unremarkable individuals. They never show their power openly unless it cannot be helped. They often make excellent sidekicks on the surface, willing to show their usefulness for so long as they see ripe opportunity for gain down the track. Hit Die: d6 Requirements To qualify to become a veil of Leviathan, a character must fulfill all the following criteria. Alignment: Lawful Evil Base Attack Bonus: +6 Skills: Bluff 6 ranks, Sense Motive 6 ranks Feats: Backstabber, Devotee of Darkness (Leviathan), Impostor, Suspicious Special: A character with a sneak attack of at least +1d6 need not take the Backstabber feat. Veils of Leviathan must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be veil on the process to submit to the will of Leviathan, the Lord of the Fifth. Class Skills The veil of Leviathan’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the veil of
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Table 3-12: The Veil of Leviathan Class Level
Base Attack Bonus
Fort/Ref/ Will Save
Special
1
+1
+2/+0/+2
Relentless
2
+2
+3/+0/+3
Unreadable
3
+3
+3/+1/+3
Amnesiatic strike 1/day
4
+4
+4/+1/+4
5
+5
+4/+1/+4
Water under the bridge 1/ day
6
+6
+5/+2/+5
Amnesiatic strike 2/day
7
+7
+5/+2/+5
8
+8
+6/+2/+6
Ignorance is bliss
9
+9
+6/+3/+6
Amnesiatic strike 3/day
10
+10
+7/+3/+7
Gift of oblivion, water under the bridge 2/day
Leviathan prestige class. Weapon and Armor Proficiency: Veils of Leviathan gain no proficiency with weapons or armor. Relentless (Ex): The veil of Leviathan is singleminded in the pursuit of his desires. A veil becomes a glutton in one area, seeking continually to feed that desire. Sample desires include eating or drinking, debauchery, political power, wealth, accumulation of property, and dominion over others. Other desires may be possible with the approval of the DM (and even those listed should be carefully considered by the DM before being allowed. As a general rule, the more specific the desire, the better from a balance point of view). A veil is effectively immune to any enchantment or mind-affecting effect that would otherwise prevent him from pursuing his desires. For example, Tophas is accepted into the ranks of the veils. He desires ever increasing political power above all else, and thus he becomes Relentless with regards to this. When, as a candidate for election in a democratic nation, he is asked to participate in a debate over what he stands for, Tophas is unconcerned that a zone of truth spell will be used to keep the candidates honest, as it will not affect him in the slightest. Later in his career, having overthrown the system of government and installed himself as a despot, Tophas is confronted by an enchanter of great power. The enchanter seeks to subvert Tophas and rule from behind the scenes. However, every last enchantment spell cast at Tophas is ineffective. Unreadable (Ex): A 2nd level veil of Leviathan has learnt how to effectively mask his desires. He gains a +3 bonus to all Bluff checks relating to his desires, and is likewise immune to detect thoughts or similar effects. Additionally, the veil cannot be tracked by mundane
means unless he deliberately leaves a trail. Amnesiatic Strike (Su): At 3rd level, the veil has learnt to draw upon the mind-numbing power of the River Styx. Once per day he can declare an attack to be an Amnesiatic Strike. If the attack is successful, his opponent is affected as if by modify memory, forgetting all events of the last five minutes, as well as any events that transpire in the following five rounds. The target is entitled to a Will saving throw to avoid this effect; the DC = 10 + the damage dealt. A ranged attack can be an Amnesiatic Strike. If the attack misses, it still uses up that use of Amnesiatic Strike for the day. The veil can use Amnesiatic Strike twice per day at 6th level, and three times per day at 9th level. This is an Enchantment (compulsion) [mind-affecting] ability. Water Under the Bridge (Sp): A 5th level veil can use charm monster 1/day on any creature within 50 feet that he has affected with his Amnesiatic Strike. The ability allows a Will save with a DC of 14 + the veil’s Charisma modifier to negate the effect. Water Under the Bridge lasts 24 hours if successful. At 10th level, the veil can use the ability 2/day. The veil’s caster level equals 10 + his class level. Ignorance is Bliss (Su): An 8th level veil of Leviathan’s Amnesiatic Strike can affect any creature, even if it would normally be immune to mind-affecting effects. Gift of Oblivion (Su): A 10th level veil is able to use modify memory at will. His caster level equals 10 + his class level. Furthermore, the modify memory effect (including that bestowed by his Amnesiatic Strike ability) is not easily removed. The effect is treated as if it had Spell Resistance equal to 22 + the Veil’s class level, forcing those who would remove it to make a caster level check in order to succeed.
+10, Open Lock +10, Search +10, Sense Motive +22, Sleight of Hand +10, Spot +18, Swim +7, Tumble +8 Feats: Combat Expertise, Devotee of Darkness (Leviathan), Imposter, Improved Feint, Improved Initiative, Persuasive, Suspicious Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 15 Treasure: 3991, +2 frost short sword, +2 light crossbow, +3 glamered studded leather armor, amulet of proof against detection and location, belt pouch (with 90 sp), cape of the mountebank, mask of disguise (as hat of disguise), masterwork thieves' tools, ring of mind shielding, ring of protection +4, trail rations (x2), traveler's outfit, quiver (with 50 crossbow bolts), waterskin Alignment: Lawful evil
Example Veil of Leviathan
Amnesiatic Strike (Su): The Faceless has learnt to draw upon the mind-numbing power of the River Styx. 2/day, he can declare an attack to be an amnesiatic strike. If the attack is successful, his opponent is affected as if by modify memory, forgetting all events of the last five minutes, as well as any events that transpire in the following five rounds. The target is entitled to a Will saving throw to avoid this effect (DC 10 + the damage dealt). A ranged attack can be an amnesiatic strike. If the attack misses, it still uses up that use of amnesiatic strike for the day. This is an Enchantment (compulsion) [mindaffecting] ability. Devotee of Darkness: Once per day, the Faceless can call upon the aid of Leviathan, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, the Faceless gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Leviathan (or the Lord of Stygia himself), the Faceless takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. Relentless (Ex): The Faceless is single-minded in the pursuit of his desires. He is effectively immune to any enchantment or mind-affecting effect that would otherwise prevent him from learning the secrets of the wealthy. Unreadable (Ex): The Faceless has learnt how to effectively mask his desires. He gains a +3 bonus to all
The Faceless Rogue 9, Veil of Leviathan 6 Medium Humanoid (Sapien) Hit Dice: 15d6+15 (70 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) Armor Class: 21 (+1 Dex, +6 armor, +4 deflection), touch 15, flat-footed 20 Base Attack/Grapple: +12/+13 Attack: +2 frost short sword +15 melee (1d6+3 plus 1d6 cold/19-20); or +2 light crossbow +16 ranged (1d8+2/19-20) Full Attack: +2 frost short sword +15/+10/+5 melee (1d6+3 plus 1d6 cold/19-20); or +2 light crossbow +16 ranged (1d8+2/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Amnesiatic strike 2/day, sneak attack +5d6, water under the bridge 1/day Special Qualities: Evasion, relentless, improved uncanny dodge, trapfinding, trap sense +3, uncanny dodge, unreadable Saves: Fort +9, Ref +10, Will +10 Abilities: Str 12, Dex 15, Con 13, Int 14, Wis 14, Cha 15 Skills: Bluff +24 (+27 against the wealthy), Diplomacy +13, Disable Device +10, Disguise +22 (+24 when acting in character), Escape Artist +7, Gather Information +15 (+17 locally), Hide +8, Intimidate +12, Jump +3, Knowledge (local) +10, Knowledge (nobility and royalty) +7, Listen +9, Move Silently
The Faceless is a well-known, in the proper circles, miracle worker. He makes problems for the wealthy disappear for a steep, yet reasonable fee. He is difficult to find, but once found and a contract is established, he sets to work. In truth, the Faceless is the daughter of a wealthy socialite family and is aware of the activities of the town's wealthiest folk. Disguised as The Faceless (a personality she adopted during her years traveling the world being educated), she is infatuated with the secrets and fears of the wealthy and uses the knowledge she gleans against them to create problems that she effortless cleans up as her alter ego. Homely and unimpressive in her true life, she is a charming person as the male Faceless. The Faceless speaks Common, Infernal, and Undercommon.
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Bluff checks against the wealthy, and is likewise immune to detect thoughts or similar effects. Additionally, the Faceless cannot be tracked by mundane means unless he deliberately leaves a trail. Water Under the Bridge (Sp): The Faceless can use charm monster 1/day (caster level 16th) on any creature within 50 feet that he has affected with his amnesiatic strike. A successful Will save (DC of 16) negates the effect. Water under the bridge lasts 24 hours if successful.
Kiss of the Styx, Lingering Damage, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accuracy, Unexpected Strike. The epic veil of Leviathan can select any of the following rogue special abilities in place of an epic feat: crippling strike, opportunist, or slippery mind. *If the veil qualifies for this feat with the Backstabber feat, he loses that feat the first time Improved Sneak Attack is taken and gains a base sneak attack damage of +2d6.
Example Epic Veil of Leviathan
Epic Veil of Leviathan The epic veil of Leviathan turns his single-minded pursuit of his desires into an obsession, and few things can keep him from achieving his goals. The epic veil of Leviathan often focuses on feats that will make him more difficult to capture or defeat, such as Blinding Speed or Superior Initiative. By taking Improved Sneak Attack, he may work to improve his offensive capabilities, going on to take Lingering Damage, Sneak Attack of Opportunity, or additional Improved Sneak Attack feats. Charisma is useful to the epic veil of Leviathan, as it increases the save DCs of his special abilities. A high Dexterity score is useful to veils that engage in roguelike activities. Hit Die: d6. Skill Points per Level: 4 + Int modifier. Table 3-13: The Epic Veil of Leviathan Class Level
Special
11 12
Amnesiatic strike 4/day
13
Bonus feat
14 15
Amnesiatic strike 5/day, water under the bridge 3/day
16
Bonus feat
17 18
Amnesiatic strike 6/day
19
Bonus feat
20
Water under the bridge 4/ day
Class Features Amnesiatic Strike (Su): At 12th level, and every 3 levels thereafter, the epic veil can use amnesiatic strike one additional time per day. Water Under the Bridge (Sp): At 15th level, and every 5 levels thereafter, the epic veil can use water under the bridge one additional time per day. Bonus Feats: The epic veil of Leviathan gains a bonus feat (selected from the list of epic veil bonus feats) every three levels beyond 10th. Epic Veil of Leviathan Bonus Feat List: Blinding Speed, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack*,
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The Faceless Rogue 10, Veil of Leviathan 15 Medium Humanoid (Sapien) Hit Dice: 25d6+50 (140 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) Armor Class: 28 (+5 Dex, +8 armor, +5 deflection), touch 20, flat-footed 23 Base Attack/Grapple: +20/+21 Attack: +5 icy burst wounding short sword +26 melee (1d6+6 plus 1d6 cold plus 1 Con/19-20 plus 1d10 cold); or +5 speed short sword +26 melee (1d6+5/1920); or +5 light crossbow (with +1 icy burst bolts) +30 ranged (1d8+5 plus 1d6 cold/19-20 plus 1d10 cold) Full Attack: +5 icy burst wounding short sword +24/ +19/+14/+9 melee (1d6+6 plus 1d6 cold/19-20 plus 1d10 cold) and +5 speed short sword +24/+24/+19/ +14 melee (1d6+5/19-20); or +5 light crossbow (with +1 icy burst bolts) +30 ranged (1d8+5 plus 1d6 cold/19-20 plus 1d10 cold) Space/Reach: 5 ft./5 ft. Special Attacks: Amnesiatic strike 5/day, crippling strike, gift of oblivion, sneak attack +5d6, water under the bridge 3/day Special Qualities: 20% concealment, evasion, relentless, improved uncanny dodge, nondetection, trapfinding, trap sense +3, uncanny dodge, unreadable Saves: Fort +13, Ref +17, Will +14 Abilities: Str 12, Dex 20, Con 14, Int 14, Wis 14, Cha 16 Skills: Bluff +35 (+38 against the wealthy), Diplomacy +21, Disable Device +19, Disguise +33 (+37 when acting in character), Escape Artist +15, Gather Information +26 (+28 locally), Hide +44, Intimidate +20, Jump +3, Knowledge (local) +10, Knowledge (nobility and royalty) +7, Listen +9, Move Silently +43, Open Lock +23, Search +10, Sense Motive +22, Sleight of Hand +15, Spot +18, Swim +12, Tumble +16 Feats: Combat Expertise, Devotee of Darkness (Leviathan), Greater Two-Weapon Fighting, Imposter, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Persuasive, Suspicious, TwoWeapon Fighting Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 25 Treasure: 5,916 gp, +5 icy burst wounding short sword, +5 speed short sword, +5 glamered studded leather armor, +5 light crossbow, belt pouch (with 90 sp), boots of teleportation, gate key, mantle of great stealth, mask of disguise (as hat of disguise), masterwork thieves' tools, periapt of proof against poison, ring of mind shielding, ring of protection +5, trail rations (x2), traveler's outfit, quiver (with 50 +1 icy
burst bolts), waterskin Alignment: Lawful evil Amnesiatic Strike (Su): The Faceless has learnt to draw upon the mind-numbing power of the River Styx. 5/day, he can declare an attack to be an amnesiatic strike. If the attack is successful, his opponent is affected as if by modify memory, forgetting all events of the last five minutes, as well as any events that transpire in the following five rounds. The target is entitled to a Will saving throw to avoid this effect (DC 10 + the damage dealt). A ranged attack can be an amnesiatic strike. If the attack misses, it still uses up that use of amnesiatic strike for the day. This is an Enchantment (compulsion) [mindaffecting] ability, but it can affect creatures normally immune to mind-affecting effects. Devotee of Darkness: Once per day, the Faceless can call upon the aid of Leviathan, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, the Faceless gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 25 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Leviathan (or the Lord of Stygia himself), the Faceless takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance the Faceless obtains is ever effective against such creatures. Gift of Oblivion (Su): The Faceless is able to use modify memory at will (caster level 25th). The modify memory effect (including that bestowed by his amnesiatic strike ability) is not easily removed, forcing those who would remove it to make a caster level check against DC 37 in order to succeed. Relentless (Ex): The Faceless is single-minded in the pursuit of his desires. He is effectively immune to any enchantment or mind-affecting effect that would otherwise prevent him from learning the secrets of the wealthy. Unreadable (Ex): The Faceless has learnt how to effectively mask his desires. He gains a +3 bonus to all Bluff checks against the wealthy, and is likewise immune to detect thoughts or similar effects. Additionally, the Faceless cannot be tracked by mundane means unless he deliberately leaves a trail. Water Under the Bridge (Sp): The Faceless can use charm monster 3/day (caster level 25th) on any creature within 50 feet that he has affected with his amnesiatic strike. A successful Will save (DC of 16) negates the effect. Water under the bridge lasts 24 hours if successful.
Despoiler of Lilith Mortality seems to breed a certain close-mindedness, a tendency to turn a blind eye to the inevitability that tomorrow will eventually come. So many seem to dwell in the past, while those who look ahead are branded dreamers and ne’er-do-wells. For those that can take advantage of the present, though, great things can be accomplished. For those willing to disregard consequences in the future, great power can be had. Of such a mold comes the despoiler of Lilith. Aligning herself closely with the philosophies of the Sixth
Hell, the despoiler is both pioneer and polluter, herald of a new age and harbinger of tomorrow’s doom. She abuses the natural order of things for immediate gain, and then moves on when the resource is spent. Her mark often remains long after she is gone, graven on the lives and land over which she held sway: children dead or ill, animals or plant life extinct, hope for the future lost. Too well is she named despoiler. Despoilers are not loners; indeed many of them are very good with people. It does not change the fact, though, that the despoiler does not believe in friendship, only in resource manipulation. There is no ‘small-talk,’ only careful analysis of strengths and weaknesses. They are often found as ‘people of vision,’ trailblazing pioneers, and brilliant entrepreneurs. They do not stay in one place or with one idea for too long - eventually the resources are dried up and it is time to move on. Despoilers, of all mortal servants of Hell, may indeed be the most likely to embrace undeath. The fact that such a practice is distasteful is irrelevant. All that matters is that it is effective. More than anything else, though, the despoiler focuses on controlling and dominating Nature, for the benefit of a new future. This future is one in which the natural environment echoes Hell itself, and all that happens in such a place is dedicated to the advancement of Perdition. Many despoilers are ex-Druids following a new path, or clerics devoted to Lilith. Sorcerers and wizards also take up the mantle from time to time, although the focus on the exploitation of nature can sometimes be a little alien to such characters. Hit Dice: d8 Requirements To qualify to become a despoiler of Lilith, a character must fulfill all the following criteria. Alignment: Lawful Evil Skills: Bluff 6 ranks, Intimidate 6 ranks, Knowledge (nature) 6 ranks, Survival 6 ranks Feats: Devotee of Darkness (Lilith), Investigator, any one Metamagic feat Special: Ability to cast 5th level arcane or divine spells. Despoilers of Lilith must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be despoiler on the process to submit to the will of Lilith, the Lord of the Sixth. Class Skills The despoiler of Lilith’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (nature) (Int), Profession (any) (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the despoiler of Lilith prestige class. Weapon and Armor Proficiency: Despoilers of Lilith are proficient with simple weapons and all types of armor and shields (except tower shields). Spellcasting: A despoiler increases in spellcasting
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Table 3-14: The Despoiler of Lilith Class Level
Base Attack Bonus
Fort/Ref/ Will Save
Special
1
+0
+2/+0/+2
Corrupt the oath
2
+1
+3/+0/+3
3
+2
+3/+1/+3
4
+3
+4/+1/+4
5
+3
+4/+1/+4
6
+4
+5/+2/+5
7
+5
+5/+2/+5
8
+6
+6/+2/+6
9
+6
+6/+3/+6
Reap the whirlwind
10
+7
+7/+3/+7
Dark harvest
Dark dominion
Harness the earth
Winnow
ability as she increases in levels. At each level, she increases her caster level by one, improving spells per day and so forth as if she had gained a level in the original spellcasting class. If the despoiler had access to more than one spellcasting class before becoming a despoiler, she must choose which class to apply the effective increase to. This increase does not affect other class abilities of the original class, such as a familiar, or the effective level for rebuking undead. Corrupt the Oath (Ex): A despoiler who is also an ex-druid regains much of her druidic class abilities. She gains access to all druidic abilities that she was previously entitled to, except for spontaneous casting of summon nature’s ally spells and her animal companion. Her uses of wildshape per day decrease by one, but any wildshape she takes gains the fiendish template. The despoiler uses the totality of her druid and despoiler levels to determine how many Hit Dice the new form can have. The despoiler is no longer bound by her druidic oaths in terms of what armor and weapons she can use. Warp the Word (Su): A 1st level despoiler has learnt to change her energy-based spells as needed, although at a cost. She can spontaneously add metamagic feats to any energy-based spell (i.e. a spell with the acid, cold, electricity, fire or sonic descriptor) that she casts without the need to prepare the spell ahead of time, and without any increase in the casting time. To do so, she channels the energy of additional spells at the time of casting, using up extra spell slots. Each metamagic feat costs a number of spell levels equal to its usual cost plus one. Thus a wizard/despoiler could cast a silent fireball by spending an additional two spell levels at the time of casting (crossing off either two first level prepared spells, or one second level prepared spell, as well as the prepared fireball spell). Dark Dominion (Su): A 3rd level despoiler is able to
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rebuke or command animals and plants as an evil cleric rebukes unSpellcasting dead. Her effective level is equal to her class level plus nine. An animal or plant that has been +1 level of existing successfully commanded or rebuked spellcasting class has a 5% chance per class level of the despoiler (to a maximum of +1 level of existing 50%) of becoming Lawful Evil. The spellcasting class animal or plant in question is other+1 level of existing wise indifferent to the Despoiler. spellcasting class Harness the Earth (Su): At 5th level, the despoiler of Lilith begins +1 level of existing to siphon power from her environspellcasting class ment, referred to as Harnessing the +1 level of existing Earth. Her touch deals 1d6 points of spellcasting class damage per round to plants (including plant creatures), draining +1 level of existing away the life energy within the flora. spellcasting class Alternatively, she can drain half as +1 level of existing much energy from soil, dealing 1d3 spellcasting class points of damage per round and bypassing hardness. This is a full +1 level of existing round action that provokes attacks of spellcasting class opportunity (the despoiler can still take a 5-ft. step each round as per +1 level of existing normal). Deadwood, barren soil, or spellcasting class similar lifeless resources have no +1 level of existing energy to drain, and thus Harness spellcasting class the Earth is ineffective against such materials. Harness the Earth is likewise ineffective against animals and other non-flora living creatures. The energy that the Despoiler siphons can then be utilized to enhance various powers, as found in table 3-15. When augmenting a spell with a feat, the casting time is unchanged (unless the spell is augmented with quicken spell, in which case it becomes a free action, as per usual. Even sorcerers and other spontaneous casters are able to quicken spells using Harness the Earth). The despoiler cannot siphon more energy than three times her Constitution modifier at any one time; furthermore, she cannot store the life energy that she has taken once she stops siphoning, the energy disappearing one round after the despoiler ceases Harnessing. For example, Calumina the despoiler stands in the midst of a grassy clearing, faced by a noble paladin and his associates. While her own allies engage the enemy, she prepares to cast a maximized flame strike. She has the feat, and so requires 11 points of life energy to augment the 4th level spell. She Harnesses the Earth for three rounds, dealing 12 points of damage to the grass upon which she stands. At the beginning of the fourth round, she casts her flamestrike to maximum effect. If, for whatever reason, she could not cast the spell in the fourth round (perhaps she didn’t want to hit her own allies), she would have to continue siphoning power round by round until she was able to use the energy. As her Constitution score is 18, additional siphoning does not increase her life energy pool, which is already at its maximum of 12. If she stops siphoning for whatever reason and does not expend that energy, it is lost at the end of the round in which she stopped siphoning. Obviously, the land or the plants from which this energy is taken cannot live through too much abuse. After three rounds of Harnessing the Earth, small plants have withered and died, and soil has become barren in a 5-ft.
any sort, she is immune to its effects (thus she is never checked, knocked down, blown away, etc, by Power Enhancement Energy Cost powerful winds, although debris blown about by winds can still hit and thus hurt her). Her Add a metamagic feat with +1 spell level 4 caster level is equal to her total spellcasting adjustment to a spell spontaneously level. If she had more than one spellcasting class before becoming a despoiler, she must Add a metamagic feat with +2 spell level 8 choose one of them for determining the caster adjustment to a spell spontaneously level of this ability. Being a spell-like ability, the despoiler can use the ability as a standard Add a metamagic feat with +3 spell level 11 action, rather than the usual casting time of 10 adjustment to a spell spontaneously minutes. Dark Harvest (Su): A 10th level despoiler is Add a metamagic feat with +4 spell level 15 truly ready to exploit her surroundings for adjustment to a spell spontaneously power. The time required to siphon the energy is reduced, allowing the despoiler to use HarUtilize a metamagic feat as above with+4 ness the Earth as a move-equivalent action. As out possessing the required feat a result, she can siphon twice in a round Increase the DC of a spell, spell-like abil4 (depleting the resources at the same rate as preity or supernatural ability by +1 viously, i.e. killing the plants and soil after three uses of Harness the Earth. In other words, Increase the DC of a spell, spell-like abil- Multiply x2 for each additional instead of taking three rounds to drain all the ity or supernatural ability by more than +1 beyond +1 (e.g +2 to the life energy in an area away, it can be done in as +1 DC costs 8, +3 costs 16) quickly as one round plus one move-equivalent action). cube. Trees and larger plants are not necessarily killed Once per day, she can Harvest the surrounding area outright within three rounds, but the area of contact befor its power extremely quickly. As a full round action, tween despoiler and plant (a 5-ft. cube) will itself be she affects all plants, soil and living creatures in a 10 ft. dead, generally meaning that any part of the plant above radius. This kills all plant life (other than plant creatures) that point will die over time as a result. If siphoning ocand soil in the area, and deals 4d8 points of damage to all curs in one spot for less than three rounds, wilting or living creatures in the area (including plant creatures). drying out and so forth will be apparent. A 5-foot cube of Creatures within the area are entitled to a Fortitude save plant life and soil takes a number of weeks to recover to take half damage with a DC of 10 + her class levels + from Harness the Earth equal to the number of rounds of her Charisma modifier. The collective damage dealt damage that it took. It is therefore possible for the de(including usual damage to soil and plant life) is sispoiler to return within that timeframe, Harness again, phoned directly to the despoiler’s life energy pool as per and kill the plant life and soil totally. normal, although this cannot exceed the usual maximum. Finally, Harnessing the Earth is addictive. Each time In many cases, this will result in a full life energy pool. the despoiler uses the ability to siphon off energy, she Using Harvest in this way, as with Harness the Earth, must succeed on a Will save DC 18 or immediately use provokes attacks of opportunity. the Harness ability again (i.e. she siphons the energy, releases it for one of the augmentation purposes deExample Despoiler of Lilith scribed above, and then begins to siphon again immediately). For every day in which she has not Harnessed the Merlra Twinbolt Earth at least once, the DC increases by 1. Should she Ex-Druid 9, Despoiler of Lilith 7 fail the save but be unable to Harness (e.g. she is deep Medium Humanoid (Elf, Sapien) underground with only rock, not soil, about), she is faHit Dice: 16d8+32 (107 hp) tigued until such time as she is able to Harness again. Initiative: +2 (+2 Dex) th Winnow (Su): A 7 level despoiler of Lilith is able to Speed: 30 ft. (6 squares) Winnow out those of an Evil bent. She is able to use her Armor Class: 22 (+2 Dex, +6 armor, +4 deflection), Dark Dominion ability to rebuke or command giants, touch 16, flat-footed 20 humanoids and monstrous humanoids of an Evil bent as Base Attack/Grapple: +11/+12 an evil cleric rebukes undead. Lawful Evil creatures are Attack: +1 dagger +13 melee or +14 ranged (1d4+2/19treated as having -3 Hit Dice, and Chaotic Evil creatures 20); or spell +12 melee touch or +13 ranged touch. are treated as having Turn Resistance +3. Creatures sucFull Attack: +1 dagger +13/+8/+3 melee or +14 ranged cessfully commanded are treated as if under the effects (1d4+2/19-20); or spell +12 melee touch or +13 of dominate monster for 24 hours, while rebuked crearanged touch. tures refuse to approach the despoiler, remaining at least Space/Reach: 5 ft./5 ft. 20 feet away for the next hour, or cowering if they canSpecial Attacks: Dark dominion 8/day, harness the not move away. Non-evil creatures, or evil creatures with earth, warp the word, winnow more Hit Dice or class levels than the despoiler’s characSpecial Qualities: Corrupt the oath, immunity to disease ter level are immune to Winnow. The despoiler can comand sleep, low-light vision, nature sense, resistance to mand up to twice her class level in Hit Dice of creatures fire 20, resist nature's lure, trackless step, venom imat any one time. munity, wild empathy +10, wild shape (2/day, large), th Reap the Whirlwind (Sp): At 9 level, the despoiler woodland stride is able to use control weather as a spell-like ability 1/ Saves: Fort +13, Ref +7, Will +15 (+17 against enchantday. When the despoiler is within windy conditions of Table 3-15: Harness the Earth Energy Costs
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ments) Abilities: Str 12, Dex 14, Con 14, Int 12, Wis 19, Cha 12 Skills: Bluff +6, Concentration +12, Diplomacy +11, Disguise +1 (+3 when acting in character), Gather Information +10, Hide +7, Intimidate +16, Knowledge (nature) +18, Listen +12, Move Silently +7, Search +4, Sense Motive +10, Spellcraft +14, Spot +12, Survival +16 (+18 in natural environments) Feats: Devotee of Darkness (Lilith), Extra Turning, Improved Turning, Investigator, Natural Spell, Violate Spell Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 16 Treasure: 729 gp, +1 dagger, belt pouch (with 70 sp), boots of elvenkind, bracers of armor +6, cloak of the bat, necklace of fireballs type VII, ring of major energy resistance (fire), ring of protection +4, periapt of health, spell component pouches (x3), staff of swarming insects (48 charges), trail rations (x6), traveler's outfit, waterskin Alignment: Lawful evil The terrifying Merlra is a powerful enemy of the surrounding baronies. Committed to the domination of the local land and the potential lucrative opportunities available by controlling it, she seeks nothing less than the subjugation of baronies. She has long since corrupted the local druids and leads a number of other despoilers and clerics of Lilith. She is a warlord in her own right and a tactician of the highest order. She comes ever closer to achieving her ends. Merlra was born as the half-elven Merlson and castrated himself and used potions and other heinous means to adjust his physical appearance to appear as a woman. To date, no one knows this truth. Merlra speaks Common, Elven, and Infernal. Corrupt the Oath (Ex): Merlra retains much of her druidic class abilities. She has access to all druidic abilities that she was previously entitled to, except for spontaneous casting of summon nature’s ally spells and her animal companion. Her uses of wildshape per day have decreased by one, but any wildshape she takes gains the fiendish template. Merlra uses the totality of her druid and despoiler levels to determine how many Hit Dice the new form can have. Merlra is no longer bound by her druidic oaths in terms of what armor and weapons she can use. Dark Dominion (Su): Merlra is able to rebuke or command animals and plants as an evil cleric rebukes undead. Her effective cleric level is 17th. An animal or plant that has been successfully commanded or rebuked has a 35% chance of becoming lawful evil. The animal or plant in question is otherwise indifferent to Merlra. Devotee of Darkness: Once per day, Merlra can call upon the aid of Lilith, granting her a +3 profane bonus to any one roll. Against chaotic or good foes, Merlra gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Lilith (or the Countess of Malbolge herself), Merlra takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. Harness the Earth (Su): Merlra can siphon power
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from her environment. Her touch deals 1d6 points of damage per round to plants (including plant creatures), draining away their life energy. Alternatively, she can drain half as much energy from soil, dealing 1d3 points of damage per round and bypassing hardness. This is a full round action that provokes attacks of opportunity (Merlra can still take a 5-ft. step each round as per normal). Deadwood, barren soil, or similar lifeless resources have no energy to drain, and thus harness the earth is ineffective against such materials. Harness the earth is likewise ineffective against animals and other non-flora living creatures. The energy that Merlra siphons can then be utilized to enhance various powers, as found in table 3-15. Merlra cannot siphon more than six points of energy at any one time; furthermore, she cannot store the life energy that she has taken once she stops siphoning, the energy disappearing one round after she ceases harnessing. Obviously, the land or the plants from which this energy is taken cannot live through too much abuse. After three rounds of harnessing the earth, small plants have withered and died, and soil has become barren in a 5-ft. cube. Trees and larger plants are not necessarily killed outright within three rounds, but the area of contact between despoiler and plant (a 5-ft. cube) will itself be dead, generally meaning that any part of the plant above that point will die over time as a result. If siphoning occurs in one spot for less than three rounds, wilting or drying out and so forth will be apparent. A 5-foot cube of plant life and soil takes a number of weeks to recover from harness the earth equal to the number of rounds of damage that it took. It is therefore possible for Merlra to return within that timeframe, harness again, and kill the plant life and soil totally. Finally, harnessing the earth is addictive. Each time Merlra uses the ability to siphon off energy, she must succeed on a Will save (DC 18) or immediately use the harness ability again. For every day in which she has not harnessed the earth at least once, the DC increases by 1. Should she fail the save but be unable to harness (e.g. she is deep underground with only rock, not soil, about), she is fatigued until such time as she is able to harness again. Warp the Word (Su): Merlra has learnt to change her energy-based spells as needed, although at a cost. She can spontaneously add metamagic feats to any energy-based spell (i.e. a spell with the acid, cold, electricity, fire or sonic descriptor) that she casts without the need to prepare the spell ahead of time, and without any increase in the casting time. To do so, she channels the energy of additional spells at the time of casting, using up extra spell slots. Each metamagic feat costs a number of spell levels equal to its usual cost plus one. Thus, Merlra could cast a violated flaming sphere by spending an additional two spell levels at the time of casting (crossing off either two first level prepared spells, or one second level prepared spell, as well as the prepared flaming sphere spell). Winnow (Su): Merlra is able to winnow out those of an evil bent. She is able to use her dark dominion ability to rebuke or command giants, humanoids and monstrous humanoids of an evil alignment as an evil cleric rebukes undead. Lawful evil creatures are treated as having -3 Hit Dice, and chaotic evil creatures are treated as having turn resistance +3. Creatures successfully commanded are treated as if under the effects of dominate monster for 24 hours,
while rebuked creatures refuse to approach Merlra, remaining at least 20 feet away for the next hour, or cowering if they cannot move away. Non-evil creatures, or evil creatures with more than 16 Hit Dice are immune to winnow. Merlra can command up to 14 Hit Dice of creatures at any one time. Typical Druid Spells Prepared (6/5/5/4/3/1; save DC 14 + spell level): 0 - create water, detect magic, detect poison, know direction, mending, purify food and drink; 1st - endure elements, entangle, jump, longstrider, obscuring mist; 2nd - barkskin, flaming sphere, heat metal, summon swarm, warp wood; 3rd - call lightning, contagion, poison, sleet storm; 4th - blight, flame strike, ice storm; 5th - call lightning storm.
Epic Despoiler of Lilith The epic despoiler of Lilith is capable of corrupting nature to such an extent that entire kingdoms are left spent and lifeless in her wake. The epic despoiler’s actions may draw the attention of druids and rangers, yet few can do anything to prevent her from bending nature itself to her whims. The epic despoiler often takes epic feats that allow her to cast ever more devastating spells, like Epic Spellcasting or Intensify Spell, though a druid-based despoiler may instead work to improve their shape shifting abilities through the Wild Shape epic feats. Increases to her Wisdom score improve the epic despoiler’s spellcasting ability. Hit Die: d8. Skill Points per Level: 4 + Int modifier. Table 3-16: The Epic Despoiler of Lilith Class Level
Special
Spellcasting
11
+1 level of existing spellcasting class
12
+1 level of existing spellcasting class
13
Bonus feat
+1 level of existing spellcasting class
14
+1 level of existing spellcasting class
15
+1 level of existing spellcasting class
16
Bonus feat
+1 level of existing spellcasting class
17
+1 level of existing spellcasting class
18
Reap the whirlwind 2/ +1 level of existing day spellcasting class
19
Bonus feat
20
+1 level of existing spellcasting class +1 level of existing spellcasting class
Class Features Spellcasting: The epic despoiler of Lilith’s caster
level increases by 1 per level gained above 10th. The epic despoiler of Lilith continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the spellcasting class to which the despoiler of Lilith belonged before adding the prestige class. Reap the Whirlwind (Sp): At 18th level, and every 9 levels thereafter, the epic despoiler can use reap the whirlwind one additional time per day. Bonus Feats: The epic despoiler of Lilith gains a bonus feat (selected from the list of epic despoiler bonus feats) every three levels beyond 10th. Epic Despoiler Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Enhance Spell, Epic Spellcasting, Gargantuan Wild Shape, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Profane Energy Burst, Vermin Wild Shape. Example Epic Despoiler of Lilith Merlra Twinbolt Ex-Druid 10, Despoiler of Lilith 16 Medium Humanoid (Elf, Sapien) Hit Dice: 26d8+104 (224 hp) Initiative: +2 (+2 Dex) Speed: 30 ft. (6 squares) Armor Class: 25 (+2 Dex, +8 armor, +5 deflection), touch 17, flat-footed 23 Base Attack/Grapple: +17/+18 Attack: +2 unholy dagger +20 melee or +21 ranged (1d4+3 plus 2d6 unholy/19-20); or rod of withering +19 melee (1d4 Str plus 1d4 Con); or spell +18 melee touch or +19 ranged touch. Full Attack: +2 unholy dagger +20/+15/+10 melee or +21 ranged (1d4+3 plus 2d6 unholy/19-20); or rod of withering +19 melee (1d4 Str plus 1d4 Con); or spell +18 melee touch or +19 ranged touch. Space/Reach: 5 ft./5 ft. Special Attacks: Dark harvest 1/day, dark dominion 8/ day, harness the earth, reap the whirlwind, warp the word, winnow Special Qualities: Corrupt the oath, immunity to disease and sleep, low-light vision, nature sense, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, resist nature's lure, trackless step, venom immunity, wild empathy +10, wild shape (3/day, large), woodland stride Saves: Fort +26, Ref +14, Will +26 (+28 against enchantments) Abilities: Str 12, Dex 14, Con 18, Int 12, Wis 23, Cha 19 Skills: Bluff +9, Concentration +24, Diplomacy +14, Disguise +4 (+6 when acting in character), Gather Information +13, Hide +7, Intimidate +19, Knowledge (nature) +32, Listen +14, Move Silently +7, Search +4, Sense Motive +12, Spellcraft +30, Spot +14, Survival +28 (+32 in natural environments) Feats: Devotee of Darkness (Lilith), Extra Turning, Improved Turning, Investigator, Maximize Spell, Natural Spell, Twin Spell, Violate Spell Epic Feats: Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th) Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 26
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Treasure: 1,229 gp, +2 unholy dagger, belt pouch (with 70 sp), cloak of the bat and resistance +5, boots of elvenkind, bracers of armor +8, necklace of fireballs type VII, periapt of health, ring of greater universal energy resistance, ring of protection +5, rod of withering, spell component pouch (x3), staff of nature's fury (48 charges), staff of swarming insects (39 charges), trail rations (x6), traveler's outfit, waterskin Alignment: Lawful evil Merlra has received +4 inherent bonuses to her Constitution and Wisdom scores, and a +5 inherent bonus to her Charisma score. Corrupt the Oath (Ex): Merlra retains much of her druidic class abilities. She has access to all druidic abilities that she was previously entitled to, except for spontaneous casting of summon nature’s ally spells and her animal companion. Her uses of wildshape per day have decreased by one, but any wildshape she takes gains the fiendish template. Merlra uses the totality of her druid and despoiler levels to determine how many Hit Dice the new form can have. Merlra is no longer bound by her druidic oaths in terms of what armor and weapons she can use. Dark Harvest (Su): 1/day, Merlra can harvest the surrounding area for its power extremely quickly. As a full round action, she affects all plants, soil and living creatures in a 10 ft. radius. This kills all plant life (other than plant creatures) and soil in the area, and deals 4d8 points of damage to all living creatures in the area (including plant creatures). Creatures within the area are entitled to a Fortitude save to take half damage (DC of 20). The collective damage dealt (including usual damage to soil and plant life) is siphoned directly to Merlra’s life energy pool as per normal, although this cannot exceed the usual maximum. In many cases, this will result in a full life energy pool. Using dark harvest in this way, as with harness the earth, provokes attacks of opportunity. Dark Dominion (Su): Merlra is able to rebuke or command animals and plants as an evil cleric rebukes undead. Her effective cleric level is 17th. An animal or plant that has been successfully commanded or rebuked has a 35% chance of becoming lawful evil. The animal or plant in question is otherwise indifferent to Merlra. Devotee of Darkness: Once per day, Merlra can call upon the aid of Lilith, granting her a +3 profane bonus to any one roll. Against chaotic or good foes, Merlra gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. She also gains spell resistance 26 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Dispater (or the Countess of Malbolge herself), Merlra takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Merlra obtains is ever effective against such creatures. Harness the Earth (Su): Merlra can siphon power from her environment. Her touch deals 1d6 points of damage per round to plants (including plant creatures), draining away their life energy. Alternatively, she can drain half as much energy from soil, dealing 1d3 points of damage per round and bypassing hardness. This is a move action that provokes attacks of opportunity (Merlra can still take a 5-ft. step each round as per normal).
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Deadwood, barren soil, or similar lifeless resources have no energy to drain, and thus harness the earth is ineffective against such materials. Harness the earth is likewise ineffective against animals and other non-flora living creatures. The energy that Merlra siphons can then be utilized to enhance various powers, as found in table 315. Merlra cannot siphon more than six points of energy at any one time; furthermore, she cannot store the life energy that she has taken once she stops siphoning, the energy disappearing one round after she ceases harnessing. Obviously, the land or the plants from which this energy is taken cannot live through too much abuse. After three rounds of harnessing the earth, small plants have withered and died, and soil has become barren in a 5-ft. cube. Trees and larger plants are not necessarily killed outright within three rounds, but the area of contact between despoiler and plant (a 5-ft. cube) will itself be dead, generally meaning that any part of the plant above that point will die over time as a result. If siphoning occurs in one spot for less than three rounds, wilting or drying out and so forth will be apparent. A 5-foot cube of plant life and soil takes a number of weeks to recover from harness the earth equal to the number of rounds of damage that it took. It is therefore possible for Merlra to return within that timeframe, harness again, and kill the plant life and soil totally. Finally, harnessing the earth is addictive. Each time Merlra uses the ability to siphon off energy, she must succeed on a Will save (DC 18) or immediately use the harness ability again. For every day in which she has not harnessed the earth at least once, the DC increases by 1. Should she fail the save but be unable to harness (e.g. she is deep underground with only rock, not soil, about), she is fatigued until such time as she is able to harness again. Reap the Whirlwind (Sp): 1/day, as a standard action, Merlra is able to use control weather (caster level 26th) as a spell-like ability. When Merlra is within windy conditions of any sort, she is immune to its effects (thus she is never checked, knocked down, blown away, etc, by powerful winds, although debris blown about by winds can still hit and thus hurt her). Warp the Word (Su): Merlra has learnt to change her energy-based spells as needed, although at a cost. She can spontaneously add metamagic feats to any energy-based spell (i.e. a spell with the acid, cold, electricity, fire or sonic descriptor) that she casts without the need to prepare the spell ahead of time, and without any increase in the casting time. To do so, she channels the energy of additional spells at the time of casting, using up extra spell slots. Each metamagic feat costs a number of spell levels equal to its usual cost plus one. Thus, Merlra could cast a violated flaming sphere by spending an additional two spell levels at the time of casting (crossing off either two first level prepared spells, or one second level prepared spell, as well as the prepared flaming sphere spell). Winnow (Su): Merlra is able to winnow out those of an evil bent. She is able to use her dark dominion ability to rebuke or command giants, humanoids and monstrous humanoids of an evil alignment as an evil cleric rebukes undead. Lawful evil creatures are treated as having -3 Hit Dice, and chaotic evil creatures are treated as having turn resistance +3. Creatures successfully commanded are treated as if under the effects of dominate monster for 24 hours,
while rebuked creatures refuse to approach Merlra, remaining at least 20 feet away for the next hour, or cowering if they cannot move away. Non-evil creatures, or evil creatures with more than 26 Hit Dice are immune to winnow. Merlra can command up to 32 Hit Dice of creatures at any one time. Typical Druid Spells Prepared (6/7/7/6/6/6/5/4/4/4/1/1/1/1; save DC 16 + spell level) 0 create water, detect magic, detect poison, know direction, mending, purify food and drink; 1st - detect animals or plants, entangle, faerie fire, jump, longstrider, obscuring mist, produce flame; 2nd - barkskin, fire trap, flame blade, flaming sphere, heat metal, summon swarm, warp wood; 3rd - call lightning, contagion, meld into stone, poison, sleet storm, water breathing; 4th - blight, dispel magic, flame strike, ice storm, rusting grasp, scrying; 5th - baleful polymorph, call lightning storm, tree stride, unhallow, wall of fire, wall of thorns; 6th - find the path, greater dispel magic, repel wood, transport via plants, wall of stone; 7th - creeping doom, flame strike (maximized), heal, true seeing; 8th - finger of death, fire storm (violated), flame strike (twinned), reverse gravity; 9th - foresight, regenerate, shapechange, storm of vengeance; 10th - fire storm (maximized); 11th - sunburst (maximized); 12th - storm of vengeance (maximized).
Infiltrator of Beelzebub In dark corners they whisper and the secrets that they speak are damning in their content. Who can claim to have never made a mistake? Who can say that they are without sin? Such a one is a liar, as the infiltrator of Beelzebub well knows, for all dark secrets fall into his perfect web. The infiltrator has many tricks to utilize in his flawless intrigues. He is the faceless nobody, invisible and untraceable in his machinations. He is the Machiavellian underworld lord, setting foes against foes, and spying on the spies. He sees through every deception, but leaves nothing but shadows in return. He is arrogant in his perfection, and certain in his direction, for he is like his master, attending to every possible detail. He knows his friends and his foes inside out, knows what they want and is particularly well versed in what they do not want broadcast to the world. He is the leader of the secret society, and he always has a contact for every purpose. The infiltrator operates on the front lines just as well as behind the scenes, living up to his name. Locks are but a momentary distraction, and guards are never an inconvenience. Everything falls into place in the end. Infiltrators usually come from the ranks of rogues. Characters that have also taken spellcasting levels make excellent behind the scenes infiltrators, while the fighter/ rogue/infiltrator is the paramount intelligence operative in the field. Hit Dice: d6 Requirements To qualify to become an infiltrator of Beelzebub, a character must fulfill all the following criteria. Alignment: Lawful Evil Skills: Bluff 7 ranks, Disguise 3 ranks, Gather Information 4 ranks, Listen 3 ranks, Search 4 ranks Feats: Devotee of Darkness (Beelzebub), Investigator Special: The infiltrator of Beelzebub must have made
peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be infiltrator on the process to submit to the will of Beelzebub, the Lord of the Seventh. Class Skills The infiltrator of Beelzebub’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magical Device (Cha), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 6 + Int modifier. Table 3-17: The Infiltrator of Beelzebub Class Level
Base Attack Bonus
Fort/Ref/Will Save
Special
1
+0
+0/+2/+2
Dossier of deception 1/day, establish the web
2
+1
+0/+3/+3
Canvas
3
+2
+1/+3/+3
Secure
4
+3
+1/+4/+4
Classify
5
+3
+1/+4/+4
Dossier of deception 2/day, task force
6
+4
+2/+5/+5
Interrogate
7
+5
+2/+5/+5
Breach
8
+6
+2/+6/+6
Tie loose ends
9
+6
+3/+6/+6
Dossier of deception 3/day
10
+7
+3/+7/+7
Agent of the Order of the Fly
Class Features All the following are class features of the infiltrator of Beelzebub prestige class. Weapon and Armor Proficiency: An infiltrator of Beelzebub gains proficiency with simple weapons and light armor. Dossier of Deception (Sp): A 1st level infiltrator of Beelzebub begins to collect spell-like abilities that may help her in her intrigues. She is treated as a sorcerer of her class level plus seven. Her dossier of deception only allows her to use one of the spell-like abilities once per day, unless otherwise designated. At 5th level, and then again at 9th level, she gains an additional use per day of the dossier. Thus Emrona, a rogue 12th/infiltrator 6th, can elect to use disguise self three times in a day, plus nondetection, or some other combination of two of the dossier abilities. Establish the Web (Ex): A 1st level infiltrator has
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Table 3-18: Dossier of Deception Abilities by Level Class Level
Dossier Ability
1
Disguise self 3/day
2
Nondetection 1/day
3
Greater invisibility 1/day
4
Scry 1/day
5
-
6
False vision 1/day
7
Prying eyes 1/day
8
Mislead 1/day
9
True seeing 1/day
10
-
trained well enough to have initiated professional relationships with beneficial snoops and spies within a variety of organized environments. Every organization from the thieves’ guild to the merchants’ guild to the local lord’s court - may have potential, and likely witless, informants from whom the infiltrator can extract information in the future. Thus, at first level, the infiltrator of Beelzebub may Establish the Web. The infiltrator has a number of contacts equal to her Charisma modifier times her class level; furthermore, these contacts are never of higher Hit Dice or levels than ½ the character level of the infiltrator +1. The infiltrator may Establish the Web in one organization of his choice, +1 additional organization per point of Charisma modifier (if positive). All Charisma modifier dependant elements related to the Web are based upon the actual Charisma score, not upon temporary enhancements. Thus, a 10th level rogue and 2nd level infiltrator of Beelzebub with a Charisma of 15 would have up to four contacts, each no higher than 7 character levels, within up to three organizations. Each contact is considered to have an attitude of friendly with the infiltrator, although certain behaviors (like misleading information, apparent betrayal, etc.) can result in a sudden or gradual reduction in the contact’s attitude towards the infiltrator. It is up to the DM to determine how highly ranked within various organizations the contacts from the Established Web are and to what degree they willingly share information with the Infiltrator. The effects of Establish the Web stack with benefits associated with the Leadership feat. Canvas (Ex): The infiltrator of Beelzebub is always looking for more information and resources in pursuit of her goals. As a result, she has exceptional skills in paying attention to surroundings in which she has Established the Web. In such an environment, be it in the slums dominated by a thieves’ guild, in the market place controlled by the merchants’ guild, or in the local lord’s keep or castle, the infiltrator gains a +1 bonus to Diplomacy, Gather Information, and Spot checks per class level. If the infiltrator uses her Canvas ability when interacting with a contact, the bonuses are doubled. The infiltrator may Canvas such areas once per day per Charisma modifier. Secure (Ex): The infiltrator of Beelzebub excels at lifting documents and small objects (like jewels or small, simple weapons). The infiltrator receives a +1 circum-
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stance bonus per class level on all Search and Sleight of Hand skill checks when looking for or attempting to take a few scraps of parchment (no more than 10 sheets) or small objects (nothing larger than a dagger). Furthermore, if the infiltrator is Searched, she imposes the same value as a penalty to whomever attempts to uncover any items she may have lifted. Classify (Su): The infiltrator of Beelzebub is a master at maintaining secrets even as she ferrets them out of others. The infiltrator receives a +1 save per class level against all divination spells or effects that attempt to discern her location or read her thoughts and/or intents. Indeed, if such attempts are performed from a force within or hired by an organization with whom the infiltrator has a contact, the bonuses are doubled. Furthermore, the infiltrator imposes a -1 penalty on all Sense Motive attempts on her person per her class level. Task Force (Sp): On occasion, the infiltrator finds it necessary to call on the Order of the Fly for assistance. This can be accomplished in one of two ways. First, the infiltrator of Beelzebub may contact other plane once per fortnight as a sorcerer of her class level plus seven. Although the infiltrator may believe that she is contacting Beelzebub himself, the truth is that she is actually contacting his infamous Order of the Fly and the devils that work within the Order. The Order is treated as an Intermediate deity for all purposes pertaining to this spell-like ability. Second, the infiltrator may call an osyluth to the Prime Material plane once per fortnight. This osyluth remains for up to seven days, although its relationship with the infiltrator will depend on the infiltrator’s character level. If the infiltrator is of higher combined character levels/HD than the osyluth, the osyluth will obey without question; if the reverse is true, the osyluth will demand a steep price for being brought to the Prime (refer to the lesser planar ally spell for guidelines). In either case, Task Force can only be used once per fortnight. Interrogate (Ex): The infiltrator of Beelzebub excels at getting information from another through unspoken threats. The infiltrator gains a +1 profane bonus to all Intimidate and Sense Motive skill checks per class level. If the Infiltrator uses Interrogate on a contact, the bonuses are doubled; furthermore, the contact does not adjust his attitude towards the infiltrator. The infiltrator may Interrogate a number of times per day equal to her Charisma modifier and the effect works for one skill check per use. Breach (Ex): The infiltrator of Beelzebub finds it relatively simple to enter into any castle, edifice, keep, temple, or protected location. The infiltrator receives a +1 profane bonus to all Disable Device and Open Lock attempts per class level; furthermore, the infiltrator receives spell resistance equal to 20 + her class level against spells such as alarm, hallow, magical circles of protection, prismatic shells and walls, walls of force, and similar abjurations in order to pass through them without harm or setting them off. The infiltrator may activate her Breach in response to one of the described effects out of turn. The infiltrator may use Breach a number of times per day equal to her Charisma modifier and can make one skill check, or one use of spell resistance, per use of the ability. Tie Loose Ends (Su): At times, an infiltrator will find it necessary to erase information and paper trails that may lead back to her. In such cases, the infiltrator may Tie Loose Ends. The infiltrator may accomplish
this in one of two ways. First, she may attempt to kill established contacts. Any successful sneak attack against a contact is treated as a modified coup de grace (the base Fortitude save is 20 rather than 10). Conversely, the infiltrator may instead attempt to modify memory on a contact as a sorcerer equal to the infiltrator’s class level plus seven. The infiltrator receives a +1 bonus to the DC per class level. In either case, the infiltrator may use Tie Loose Ends once per day per Charisma modifier, each attempt counting as a use of the power. Agent of the Order of the Fly (Su): The infiltrator is now a full-fledged Agent of the Order of the Fly and is accorded a special respect by devils not typical for most mortals. The Agent of the Order of the Fly receives the benefits of the Evil Brand feat (if the infiltrator already possesses this feat, the benefits double). The infiltrator also spider climbs at will as a sorcerer of her class level plus seven, receives a +2 profane bonus to Initiative checks, and receives spell resistance of 20 plus her character level against any attempt to impede or slow her movement (including inter-dimensional movement like dimensional anchor, force cage, or trap the soul). Example Infiltrator of Beelzebub Victaroos Palegrin Rogue 9, Infiltrator of Beelzebub 8 Medium Humanoid (Sapien) Hit Dice: 17d6+17 (79 hp) Initiative: +2 (+2 Dex) Speed: 30 ft. (6 squares) Armor Class: 23 (+2 Dex, +7 armor, +4 deflection), touch 16, flat-footed 21 Base Attack/Grapple: +12/+12 Attack: +2 keen dagger +14 melee or +16 ranged (1d4+2/17-20) Full Attack: +2 keen dagger +14 melee or +16 ranged (1d4+2/17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Dossier of deception 2/day, sneak attack +5d6, tie loose ends Special Qualities: Breach, canvas, classify, establish the web, evasion, improved uncanny dodge, interrogate, secure, task force, trapfinding, trap sense +3, uncanny dodge Saves: Fort +11, Ref +19, Will +16 Abilities: Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 16 Skills: Balance +7, Bluff +16, Climb +0 (+2 to climb a rope), Decipher Script +15, Diplomacy +20 (+28 where he has established a web), Disable Device +16 (+24 when using breach), Disguise +14 (+16 when acting in character), Escape Artist +7 (+9 to escape robe bonds), Forgery +12, Gather Information +20 (+28 where he has established a web), Hide +14, Intimidate +15 (+23 when using interrogate), Knowledge (nobility and royalty) +8, Knowledge (the planes) +8, Listen +15, Move Silently +12, Open Lock +17 (+25 when using breach), Search +20 (+28 when looking for documents or small objects), Sense Motive +17 (+25 when using interrogate), Sleight of Hand +14 (+22 when lifting documents or small objects), Spot +15 (+23 where he has established a web), Survival +2 (+4 on other planes), Use Magical Device +8 (+10 scrolls), Use Rope +8 (+10 to bind someone) Feats: Alertness, Combat Expertise, Deceitful, Devotee
of Darkness (Beelzebub), Improved Feint, Investigator, Leadership (20) Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 17 Treasure: 5912 gp, +2 keen dagger, amulet of proof against detection and location, belt pouch, bracers of armor +7, cloak of resistance +5, courtier’s outfit, glove of storing (x2), hat of disguise, jewelry, masterwork thieves' tools, portable hole, ring of mind shielding, ring of protection +4, signet ring, slippers of spider climbing Alignment: Lawful evil Victaroos is one of the most powerful agents of the king. Serving as the King's Ear, he is responsible for ferreting out the truth to all of the machinations of the lower houses and nobility to ensure that they never threaten the king's station. Victaroos, of humble beginnings and a friend to the king since their youths, has excelled in his responsibility and knows a great deal about the other families. What his old friend does not know is that Victaroos is a high ranking member of the Order of the Fly and that his true goal is to slowly but surely lead his friend, and eventually the entire kingdom, into Perdition. To this end, he has filled the king's ears with the treasonous intentions (some true, some fiction) of his subordinates and encourages the king to subtly do away with them. The king has slowly become more and more brutal in response to the threats that Victaroos has orchestrated through different agents scattered across the kingdom's capital city. Victaroos is charming and well liked, although most perceive him as arrogant. Victaroos speaks Abyssal, Celestial, Common, and Infernal. Breach (Ex): Victaroos finds it relatively simple to enter into any castle, edifice, keep, temple, or protected location. Victaroos receives a +8 profane bonus to all Disable Device and Open Lock attempts; furthermore, he receives spell resistance equal to 28 against spells such as alarm, hallow, magical circles of protection, prismatic shells and walls, walls of force, and similar abjurations in order to pass through them without harm or setting them off. Victaroos may activate his breach in response to one of the described effects out of turn. He may use breach 3/day and can make one skill check, or one use of spell resistance, per use of the ability. Canvas (Ex): Victaroos is always looking for more information and resources in pursuit of his goals. As a result, he has exceptional skills in paying attention to surroundings in which he has established the web. In such an environment, Victaroos gains a +8 bonus to Diplomacy, Gather Information, and Spot checks. If Victaroos uses his canvas ability when interacting with a contact, the bonuses are doubled. Victaroos may canvas such areas 2/day. Classify (Su): Victaroos is a master at maintaining secrets even as he ferrets them out of others. He receives a +8 bonus to save against all divination spells or effects that attempt to discern his location or read his thoughts and/or intents. Indeed, if such attempts are performed from a force within or hired by an organization with whom Victaroos has a contact, the bonuses are doubled. Furthermore, Victaroos imposes a -8 penalty on all Sense Motive attempts performed against him.
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Devotee of Darkness: Once per day, Victaroos can call upon the aid of Beelzebub, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Victaroos gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. Whenever dealing with a higher-ranking servant of Beelzebub (or the Lord of the Flies himself), Victaroos takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. Dossier of Deception (Sp): Victaroos has collected spell-like abilities that can help him in his intrigues (caster level 15th). He may use his dossier twice per day; for instance, he could employ disguise self three times and nondetection once, or some other combination of any two dossier abilities. Establish the Web (Ex): Victaroos has trained well enough to have initiated professional relationships with beneficial snoops and spies within a variety of organized environments. Every organization may have potential, and likely witless, informants from whom Victaroos can extract information in the future. Thus, Victaroos may establish the web. Victaroos has up to twenty-four contacts; these contacts are never higher than 9th level. Victaroos may establish the web in up to four organizations of his choice. All Charisma modifier dependant elements related to the web are based upon his actual Charisma score, not upon temporary enhancements. Each contact is considered to have an attitude of friendly with Victaroos, although certain behaviors (like misleading information, apparent betrayal, etc.) can result in a sudden or gradual reduction in the contact’s attitude towards him. The effects of establish the web stack with benefits associated with the Leadership feat. Interrogate (Ex): Victaroos excels at getting information from another through unspoken threats. He gains a +8 profane bonus to all Intimidate and Sense Motive skill checks. If Victaroos uses interrogate on a contact, the bonuses are doubled; furthermore, the contact does not adjust his attitude towards Victaroos. He may interrogate 3/day and the effect works for one skill check per use. Secure (Ex): Victaroos excels at lifting documents and small objects (like jewels or small, simple weapons). He receives a +8 circumstance bonus on all Search and Sleight of Hand skill checks when looking for or attempting to take a few scraps of parchment (no more than 10 sheets) or small objects (nothing larger than a dagger). Furthermore, if Victaroos is Searched, he imposes the same value as a penalty to whomever attempts to uncover any items he may have lifted. Task Force (Sp): On occasion, Victaroos finds it necessary to call on the Order of the Fly for assistance. This can be accomplished in one of two ways. First, Victaroos may contact other plane once per fortnight (caster level 15th). Although Victaroos may believe that he is contacting Beelzebub himself, the truth is that he is actually contacting his infamous Order of the Fly and the devils that work within the Order. The Order is treated as an intermediate deity for all purposes pertaining to this spell-like ability. Second, Victaroos may call an osyluth to the Prime Material plane once per fortnight. This osyluth remains for up to seven days, although its relationship with Victaroos will depend on its level. If Victaroos is of higher HD than the osyluth, the osyluth will obey
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without question; if the reverse is true, the osyluth will demand a steep price for being brought to the Prime (refer to the lesser planar ally spell for guidelines). In either case, Task Force can only be used once per fortnight. Tie Loose Ends (Su): At times, Victaroos will find it necessary to erase information and paper trails that may lead back to him. In such cases, he may tie loose ends. Victaroos may accomplish this in one of two ways. First, he may attempt to kill established contacts. Any successful sneak attack against a contact is treated as a modified coup de grace (the base Fortitude save is 20 rather than 10). Conversely, he may instead attempt to modify memory on a contact (caster level 15th, save DC 23). In either case, Victaroos may use tie loose ends 3/day, each attempt counting as a use of the power.
Epic Infiltrator of Beelzebub Though few are aware of the activities of an epic infiltrator, he is almost always aware of the activities of everyone else. Usually controlling a vast network of spies, the epic infiltrator is able to access even the most guarded of secrets. The epic infiltrator often focuses on feats that will make him more difficult to capture or subdue, like Epic Dodge, Epic Reflexes, or Epic Will, as well as feats that make him more difficult to detect in the first place, such as Epic Skill Focus (Hide or Move Silently), Improved Classify, or Self-Concealment. A higher Dexterity score will improve the infiltrator’s chances of going unnoticed, while a higher Intelligence score will grant him more skill points. Hit Die: d6 Skill Points per Level: 6 + Int modifier. Table 3-19: The Epic Infiltrator of Beelzebub Class Level
Special
11 12 13
Bonus feat, dossier of deception 4/ day
14 15 16
Bonus feat
17
Dossier of deception 5/day
18 19
Bonus feat
20 Class Features Dossier of Deception (Sp): At 13th level, and every 4 levels thereafter, the epic infiltrator may use dossier of deception one additional time per day. Bonus Feats: An epic infiltrator gains a bonus feat (selected from the list of epic infiltrator bonus feats) every three levels beyond 10th.
Epic Infiltrator of Beelzebub Bonus Feat List: Epic Dodge, Epic Evil Brand*, Epic Leadership, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Will, Improved Classify, Polyglot, Self-Concealment. *The infiltrator’s Agent of the Order the Fly feat can be treated as Evil Brand for the purposes of qualifying for this feat.
Example Epic Infiltrator of Beelzebub Victaroos Palegrin Rogue 10, Infiltrator of Beelzebub 17 Medium Humanoid (Sapien) Hit Dice: 27d6+84 (181 hp) Initiative: +4 (+2 Dex, +2 profane) Speed: 30 ft. (6 squares) Armor Class: 30 (+2 Dex, +8 armor, +5 deflection, +5 natural), touch 17, flat-footed 28 Base Attack/Grapple: +18/+19 Attack: +5 keen dagger +24 melee or +25 ranged (1d4+6/17-20) Full Attack: +5 keen dagger +24/+19/+14 melee or +25 ranged (1d4+6/17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Dossier of deception 5/day, sneak attack +5d6, tie loose ends Special Qualities: Agent of the Order of the Fly, breach, canvas, classify, establish the web, evasion, improved uncanny dodge, interrogate, secure, skill mastery (Bluff, Diplomacy, Intimidate, Sense Motive, Sleight of Hand, Use Magical Device), spider climb, task force, trapfinding, trap sense +3, uncanny dodge Saves: Fort +15, Ref +24, Will +25 Abilities: Str 13, Dex 14, Con 12, Int 16, Wis 21, Cha 16 Skills: Balance +30, Bluff +32, Climb +21 (+23 to climb a rope), Decipher Script +15, Diplomacy +35 (+37 against evil creatures, +48 where he has established a web), Disable Device +23 (+31 when using breach), Disguise +14 (+16 when acting in character), Escape Artist +13 (+15 to escape robe bonds), Forgery +12, Gather Information +24 (+37 where he has established a web), Hide +17, Intimidate +31 (+33 against evil creatures, +44 when using interrogate), Jump +21, Knowledge (nobility and royalty) +8, Knowledge (the planes) +18, Listen +18, Move Silently +15, Open Lock +25 (+33 when using breach), Search +20 (+33 when looking for documents or small objects), Sense Motive +30 (+43 when using interrogate), Sleight of Hand +33 (+46 when lifting documents or small objects), Spot +15 (+28 where he has established a web), Survival +5 (+7 on other planes), Use Magical Device +30 (+32 scrolls), Use Rope +10 (+12 to bind someone) Feats: Alertness, Combat Expertise, Deceitful, Devotee of Darkness (Beelzebub), Evil Brand, Improved Feint, Improved Toughness, Investigator, Iron Will, Leadership (30), Track Epic Feats: Epic Reputation, Epic Toughness, Improved Classify Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 27 Treasure: 9,930 gp, +5 keen dagger, belt pouch (with 200 sp), amulet of natural armor +5, amulet of the planes, boots of swiftness, bracers of armor +8, cloak of resistance +5, courtier’s outfit, glove of storing (x2), hat of disguise, iron flask (empty), jewelry (50 gp), masterwork thieves' tools, portable hole, ring of
protection +5, ring of spell turning, rod of alertness, signet ring, staff of passage (46 charges), staff of power (50 charges), wand of cure critical wounds (44 charges) Alignment: Lawful evil Victaroos has received a +3 inherent bonus to his Strength score and a +5 inherent bonus to his Wisdom score. Agent of the Order of the Fly (Su): Victaroos is a full-fledged Agent of the Order of the Fly and is accorded a special respect by devils not typical for most mortals. He can use spider climb at will (caster level 24th), receives a +2 profane bonus to Initiative checks, and possesses a spell resistance of 47 against any attempt to impede or slow his movement (including effects like dimensional anchor, forcecage, or trap the soul). Breach (Ex): Victaroos finds it relatively simple to enter into any castle, edifice, keep, temple, or protected location. Victaroos receives a +8 profane bonus to all Disable Device and Open Lock attempts; furthermore, he receives spell resistance equal to 28 against spells such as alarm, hallow, magical circles of protection, prismatic shells and walls, walls of force, and similar abjurations in order to pass through them without harm or setting them off. Victaroos may activate his breach in response to one of the described effects out of turn. He may use breach 3/day and can make one skill check, or one use of spell resistance, per use of the ability. Canvas (Ex): Victaroos is always looking for more information and resources in pursuit of his goals. As a result, he has exceptional skills in paying attention to surroundings in which he has established the web. In such an environment, Victaroos gains a +13 bonus to Diplomacy, Gather Information, and Spot checks. If Victaroos uses his canvas ability when interacting with a contact, the bonuses are doubled. Victaroos may canvas such areas 2/day. Classify (Su): Victaroos is a master at maintaining secrets even as he ferrets them out of others. He is immune to divination spells or effects that attempt to discern his location or read his thoughts and/or intents. Furthermore, Victaroos imposes a -13 penalty on all Sense Motive attempts performed against him. Devotee of Darkness: Once per day, Victaroos can call upon the aid of Beelzebub, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Victaroos gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 27 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Beelzebub (or the Lord of the Flies himself), Victaroos takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Victaroos obtains is ever effective against such creatures. Dossier of Deception (Sp): Victaroos has collected spell-like abilities that can help him in his intrigues (caster level 15th). He may use his dossier five times per day; for instance, he could employ disguise self three times, nondetection once, and greater invisibility three times, or some other combination of any five dossier abilities. Establish the Web (Ex): Victaroos has trained well
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enough to have initiated professional relationships with beneficial snoops and spies within a variety of organized environments. Every organization may have potential, and likely witless, informants from whom Victaroos can extract information in the future. Thus, Victaroos may establish the web. Victaroos has up to 51 contacts; these contacts are never higher than 14th level. Victaroos may establish the web in up to four organizations of his choice. All Charisma modifier dependant elements related to the web are based upon his actual Charisma score, not upon temporary enhancements. Each contact is considered to have an attitude of friendly with Victaroos, although certain behaviors (like misleading information, apparent betrayal, etc.) can result in a sudden or gradual reduction in the contact’s attitude towards him. The effects of establish the web stack with benefits associated with the Leadership feat. Interrogate (Ex): Victaroos excels at getting information from another through unspoken threats. He gains a +13 profane bonus to all Intimidate and Sense Motive skill checks. If Victaroos uses interrogate on a contact, the bonuses are doubled; furthermore, the contact does not adjust his attitude towards Victaroos. He may interrogate 3/day and the effect works for one skill check per use. Secure (Ex): Victaroos excels at lifting documents and small objects (like jewels or small, simple weapons). He receives a +13 circumstance bonus on all Search and Sleight of Hand skill checks when looking for or attempting to take a few scraps of parchment (no more than 10 sheets) or small objects (nothing larger than a dagger). Furthermore, if Victaroos is Searched, he imposes the same value as a penalty to whomever attempts to uncover any items he may have lifted. Task Force (Sp): On occasion, Victaroos finds it necessary to call on the Order of the Fly for assistance. This can be accomplished in one of two ways. First, Victaroos may contact other plane Class Base once per fortnight (caster level 15th). Al- Level Attack Bonus though Victaroos may believe that he is contacting Beelzebub himself, the truth is 1 +0 that he is actually contacting his infamous Order of the Fly and the devils that work 2 +1 within the Order. The Order is treated as an intermediate deity for all purposes pertaining to this spell-like ability. Second, 3 +1 Victaroos may call an osyluth to the Prime Material plane once per fortnight. This osyluth remains for up to seven days, 4 +2 although its relationship with Victaroos will depend on its level. If Victaroos is of higher HD than the osyluth, the osyluth 5 +2 will obey without question; if the reverse is true, the osyluth will demand a steep price for being brought to the Prime (refer 6 +3 to the lesser planar ally spell for guidelines). In either case, Task Force can only 7 +3 be used once per fortnight. Tie Loose Ends (Su): At times, Victaroos will find it necessary to erase infor8 +4 mation and paper trails that may lead back to him. In such cases, he may tie loose ends. Victaroos may accomplish this in 9 +4 one of two ways. First, he may attempt to kill established contacts. Any successful sneak attack against a contact is treated as 10 +5 a modified coup de grace (the base Forti-
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tude save is 20 rather than 10). Conversely, he may instead attempt to modify memory on a contact (caster level 24th, save DC 28). In either case, Victaroos may use tie loose ends 3/day, each attempt counting as a use of the power.
Stoic of Mephistopheles The path of discipline is the path to knowledge, and thus the path to power. Absolute power, therefore, requires absolute discipline, and brings with it absolute knowledge. The stoic of Mephistopheles pursues such knowledge single-mindedly, never allowing such nuisances as morals or emotions to get in the way. Fear cripples, love weakens, anger is naught but a loss of control, and empathy... empathy is nothing more than a hindrance. In time, the pursuit of knowledge and power leads the stoic to become as cold hearted as his master. Some knowledge is flawed. If knowledge cannot lead to dominion, to control, to ever more power, it is pointless. Sometimes, though, a little creative thinking can lead the stoic to some corrupted use for such knowledge. Understanding how much an individual will sacrifice for a loved one, for instance, appears to have little benefit until the loved one is used as a bargaining chip of great worth. The desire for happiness that plagues so many mortals is but another insignificant bit of life, until the stoic develops a drug to mimic the feeling, thus ensnaring the unwary soul. Both wizards and sorcerers gravitate to the stoic of Mephistopheles prestige class, with wizards being the most common initiates. Some ex-bards also become stoics, spurning forever the chaos of their former employ.
Table 3-20: The Stoic of Mephistopheles Fort/Ref/ Will Save
Special
Spellcasting
+0/+0/+2
Stoic sage
+1 level of existing arcane spellcasting class
+0/+0/+3 +1/+1/+3
+1 level of existing arcane spellcasting class Cold shoulder
+1/+1/+4 +1/+1/+4
+1 level of existing arcane spellcasting class Cold heart
+2/+2/+5 +2/+2/+5
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class
Cold mind
+2/+2/+6
+1 level of existing arcane spellcasting class +1 level of existing arcane spellcasting class
+3/+3/+6
Cold soul
+1 level of existing arcane spellcasting class
+3/+3/+7
Contempt for corruption
+1 level of existing arcane spellcasting class
Stoics of Mephistopheles can be found as advisers to leaders of great power, if they are not great leaders themselves. They prefer populated places, although they tend to remain aloof from company. Some can be found in wizard academies, cold-hearted scholars lauded for their brilliant discoveries, though questioned for their methods. Still, their intellectual associates often call the work of the stoic “a necessary evil,” or “for the greater good.” The stoic knows these phrases to be lies and justifications, but does not stop them from spreading. After all, why should he care? Hit Die: d4 Requirements To qualify to become a stoic of Mephistopheles, a character must fulfill all the following criteria. Alignment: Lawful Evil Skills: Concentration 12 ranks, Knowledge (arcana) 12 ranks, Spellcraft 12 ranks Feats: Devotee of Darkness (Mephistopheles), Iron Will, Spell Focus (any) Special: Stoics of Mephistopheles must have made peaceful contact with a greater devil (at least CR 15). The devil then instructs the would-be stoic on the process to submit to the will of Mephistopheles, the Lord of the Eighth. Class Skills The stoic of Mephistopheles’ class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (any) (Int), Gather Information (Cha), Knowledge (all skills, taken individually), Profession (any) (Wis), Sense Motive (Wis), Speak Language (none), Spellcraft (Int) and Use Magic Device (Cha). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the stoic of Mephistopheles prestige class. Weapon and Armor Proficiency: Stoics of Mephistopheles gain no proficiency with weapons or armor. Spells per day: At first level and each level thereafter, the stoic of Mephistopheles gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a stoic of Mephistopheles, he must decide to which class he adds the new level for purposes of determining spells per day. Stoic Sage (Ex): The stoic of Mephistopheles is disciplined in his spellcasting efforts. He gains a +1 competence bonus on Concentration checks at 1st level. This bonus increases by +1 every second level thereafter (i.e. +2 at 3rd level, +3 at 5th level, etc). This bonus only applies to Concentration checks made in relation to casting or maintaining a spell or spell-like ability. This discipline also extends to his research. The Stoic chooses any three Knowledge skills, and is thereafter able to ‘max-out’ the skill six ranks higher than usual (i.
e. maximum ranks in the chosen skills will be equal to class levels +9). Alternatively, the stoic can max out his skill ranks in the Spellcraft skill alone six ranks higher than usual (i.e. the bonus is applied to either three Knowledge skills or Spellcraft, not both, and not a combination of the two). Cold Shoulder (Su): At 3rd level, the stoic becomes forever immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, hideous laughter, rage, and sympathy. At the DM’s option, other spells with similar functions (i.e. emotion-based spells) could also be added to the list of stoic immunities. Furthermore, the stoic is no longer affected by morale bonuses or penalties of any sort. Cold Heart (Ex): A 5th level stoic has disciplined his body so much that he forever after gains cold resistance 10. Cold Mind (Su): A 7th level stoic has become cold and inhuman in every aspect of his thought process. He gains spell resistance equal to his class level + 21 against enchantments and mind-influencing spells and effects. Cold Soul (Ex): At 9th level, the stoic of Mephistopheles has become impassionate in every fiber of his being. He can automatically cast any spell with an energy descriptor so that it is instead cast as a spell with the cold descriptor; the stoic need not prepare the spell beforehand (in the case of wizards), and the casting time is unaffected. Additionally, spells with the cold descriptor are cast as if the stoic were one level higher, and the save DC increases by +1. The stoic also gains cold immunity. Contempt for Corruption (Su): The corrupt knowledge with which the stoic acquaints himself on a regular basis no longer has any effect on him. If a spell has a corruption cost, he no longer pays that cost. Example Stoic of Mephistopheles Maester Silac the Knower, High Sage of Asnan Wizard 9, Stoic of Mephistopheles 9 Medium Humanoid (Sapien) Hit Dice: 18d4+18 (64 hp) Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Armor Class: 19 (+1 Dex, +5 armor, +3 natural), touch 11, flat-footed 18 Base Attack/Grapple: +8/+8 Attack: +1 dagger +9 melee (1d4+1/19-20); or spell +8 melee touch or +9 ranged touch. Full Attack: +1 dagger +9/+4 melee (1d4+1/19-20); or spell +8 melee touch or +9 ranged touch. Space/Reach: 5 ft./5 ft. Special Attacks: Spells Special Qualities: Cold mind, cold shoulder, immunity to cold, summon familiar, spell resistance 18, stoic sage Saves: Fort +11, Ref +11, Will +20 Abilities: Str 10, Dex 12, Con 13, Int 27, Wis 15, Cha 11 Skills: Appraise +11, Concentration +11 (+16 when casting or maintaining a spell), Decipher Script +13, Knowledge (arcana) +35, Knowledge (geography) +16, Knowledge (history) +26, Knowledge (nature) +18, Knowledge (religion) +20, Knowledge (the planes) +32, Sense Motive +5, Spellcraft +32, Survival +2 (+4 in natural environments, +4 on other planes, +4 to avoid getting lost), Use Magic Device +0 (+4 to use scrolls)
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Feats: Craft Staff, Craft Wondrous Item, Dark Speech, Devotee of Darkness (Mephistopheles), Extraordinary Concentration, Forge Ring, Iron Will, Maximize Spell, Quicken Spell, Scribe Scroll Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 18 Treasure: 558 gp, +1 dagger, amulet of natural armor +3, belt pouch (x4) (with 90 sp), black robes of the archmagi, diamond (500 gp), diamond (1000 gp), eye ointment (of mushroom powder, saffron, and fat; 250 gp), forked metal rod, headband of intellect +6, incense (250 gp), inkpen, jeweled ivory statuette (1,500 gp), pearl (100 gp), polished silver mirror (2 ft. by 4 ft.; 1,000 gp), rectangle of ivory stripes (200 gp), ring of wizardry I, ring of wizardry II, ruby dust (1,500 gp), sapphire lens in a golden loop (1,500 gp), scholar's outfit, scroll case, scroll of arcane sight, scroll of expeditious retreat, scroll of greater dispel magic, scroll of greater invisibility, scroll of identify, scroll of polar ray, scroll of protection from arrows, scroll of teleport, scroll of undetectable alignment, sheet of parchment (x20), spellbook (x4), spell component pouch (x6), staff of frost, vial of ink (1 oz.), wand of charm person (50 charges), wand of magic missile (CL 9th, 50 charges), waterskin. Alignment: Lawful evil Maester Silac the Knower, High Sage of Asnan, is one of the most highly sought after men of knowledge outside of Ashtur in the north. Silac is a sage dedicated to the study of high arcana, forbidden magic, artifacts, and the inner planes. He pays incredible fees for adventurers to travel to dangerous places to bring back items long thought destroyed or to confirm legends. What most do not know is that Silac is seeking the means to merge the powers of lichdom and those of the diabolical. He often offers incorrect information to those seeking his aid in order to prompt them to go to places they otherwise wouldn't. He is often called to the court of the Grand Marshall where he is highly respected, if not particularly liked. He does not perceive himself as evil, but has no compunction against killing those that get in his way or learn too much about his goals. He sold his soul to Mephistopheles to improve his odds. Silac speaks Common, Draconic, Elven, Infernal, and the Dark Speech. Cold Mind (Su): Silac has become cold and inhuman in every aspect of his thought process. He has spell resistance 30 against enchantments and mind-influencing spells and effects. Cold Shoulder (Su): Silac is immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, hideous laughter, rage, and sympathy. Furthermore, Silac is no longer affected by morale bonuses or penalties of any sort. Cold Soul (Ex): Silac is dispassionate in every fiber of his being. He can alter an arcane spell when cast so that it utilizes cold energy rather than the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. Silac decides whether to alter the spell’s energy type when he begins casting, and the spell’s casting time is unaffected. Additionally, spells with the cold descriptor are cast as if Silac were one level higher, and the save DC increases by
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+1. Devotee of Darkness: Once per day, Silac can call upon the aid of Mephistopheles, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Silac gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 18 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Mephistopheles (or the Lord of Loss himself), Silac takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Silac obtains is ever effective against such creatures. Stoic Sage (Ex): Silac is disciplined in his spellcasting efforts. He gains a +5 competence bonus on Concentration checks made in relation to casting or maintaining a spell or spell-like ability. This discipline also extends to his research. Silac's maximum ranks in Knowledge (arcana), Knowledge (history), and Knowledge (the planes) are equal to his level +9 rather than his level +3. Typical Wizard Spells Prepared (4/10/10/6/6/5/5/4/4/2; save DC 18 + spell level): 0 detect magic, mage hand, message, read magic; 1st alarm, cause fear, charm person, chill touch, feather fall, identify, magic missile, obscuring mist, shield, true strike; 2nd - alter self, blindness/deafness, blur, detect thoughts, invisibility, misdirection, protection from arrows, see invisibility, shatter, whispering wind; 3rd deep slumber, dispel magic, fly, gaseous form, nondetection, tongues; 4th - bestow curse, dimension door, enervation, ice storm, scrying, wall of ice; 5th - cloudkill, dominate person, telekinesis, teleport, true strike (quickened); 6th - analyze dweomer, chain lightning, freezing sphere, legend lore, true seeing; 7th - finger of death, fireball (maximized), greater teleport, spell turning; 8th - cone of cold (maximized), horrid wilting, polar ray, power word stun; 9th - power word kill, time stop. Spellbook 1: 0 - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st - cause fear, charm person, comprehend languages, endure elements, feather fall, magic missile, obscuring mist, shield, true strike; 2nd - detect thoughts, protection from arrows, see invisibility, whispering wind; 3rd - deep slumber, fly, gaseous form, tongues; 4th - bestow curse, dimension door, enervation, scrying; 5th - cone of cold, permanency, telekinesis, teleport; 6th - analyze dweomer, legend lore. Pages Used: 96/100 Spellbook 2: 6th - contingency, true seeing; 7th - delayed blast fireball, greater teleport, plane shift, spell turning; 8th - discern location, mind blank, polar ray, protection from spells; 9th - power word kill, mage's disjunction, time stop. Pages Used: 99/100 Spellbook 3: 1st - alarm, chill touch, identify, mage armor; 2nd - alter self, invisibility; 3rd - dispel magic, nondetection; 6th - chain lightning, freezing sphere; 7th finger of death, forcecage, limited wish; 8th - greater prying eyes, mass charm monster, power word stun; 9th energy drain, meteor swarm, wish. Pages Used: 98/100 Spellbook 4: 2nd - blindness/deafness, blur, misdirection, shatter; 3rd - clairaudience/clairvoyance, fireball, lightning bolt; 4th - ice storm, wall of ice; 5th cloudkill, dominate person, feeblemind, mind fog; 8th -
horrid wilting, moment of prescience; 9th - dominate monster. Pages Used: 70/100
Epic Stoic of Mephistopheles The epic stoic of Mephistopheles is a cold and heartless figure who will go to any lengths for knowledge and arcane might. Like an epic wizard, the epic stoic should take feats that will improve his spellcasting ability, like Epic Spellcasting or Improved Metamagic, along with metamagic feats. Feats like Improved Cold Mind and Improved Cold Soul can expand on some of the stoic’s more unique class abilities. An epic stoic will typically focus on Intelligence to the exclusion of all other scores – a higher Intelligence gives him more spells per day, makes his spells more difficult to resist, and gives him more skill points to allocate on Knowledge skills. Hit Die: d4. Skill Points per Level: 2 + Int modifier. Table 3-21: The Epic Stoic of Mephistopheles Class Level
Special
Spellcasting
11
+1 level of existing spellcasting class
12
+1 level of existing spellcasting class
13
Bonus feat
+1 level of existing spellcasting class
14
+1 level of existing spellcasting class
15
+1 level of existing spellcasting class
16
Bonus feat
+1 level of existing spellcasting class
17
+1 level of existing spellcasting class
18
+1 level of existing spellcasting class
19 20
Bonus feat
+1 level of existing spellcasting class +1 level of existing spellcasting class
Class Features Spells per Day: The epic stoic of Mephistopheles’ caster level increases by 1 per level gained above 10th. The epic stoic of Mephistopheles continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the stoic of Mephistopheles belonged before adding the prestige class. Epic Feats: An epic stoic of Mephistopheles gains a bonus feat (selected from the list of epic stoic bonus feats) every 3 levels beyond 10th. Epic Stoic of Mephistopheles Bonus Feats: Additional Magic Item Space, Automatic Quicken Spell,
Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Ignore Material Components, Improved Cold Mind, Improved Cold Soul, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Polyglot, Spell Opportunity, Spell Stowaway, Tenacious Magic. Example Epic Stoic of Mephistopheles Maester Silac the Knower, High Sage of Asnan Wizard 10, Stoic of Mephistopheles 18 Medium Humanoid (Sapien) Hit Dice: 28d4+28 (99 hp) Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Armor Class: 21 (+1 Dex, +5 armor, +5 natural), touch 11, flat-footed 20 Base Attack/Grapple: +14/+14 Attack: +1 dagger +15 melee (1d4+1/19-20); or spell +14 melee touch or +15 ranged touch. Full Attack: +1 dagger +15/+10 melee (1d4+1/19-20); or spell +14 melee touch or +15 ranged touch. Space/Reach: 5 ft./5 ft. Special Attacks: Spells Special Qualities: Cold mind, cold shoulder, contempt for corruption, immunity to cold, summon familiar, spell resistance 18, stoic sage Saves: Fort +15, Ref +15, Will +30 Abilities: Str 10, Dex 12, Con 13, Int 35, Wis 15, Cha 11 Skills: Appraise +25, Concentration +21 (+29 when casting or maintaining a spell), Decipher Script +27, Diplomacy +2, Knowledge (arcana) +49, Knowledge (architecture and engineering) +22, Knowledge (dungeoneering) +32, Knowledge (geography) +30, Knowledge (history) +48, Knowledge (nature) +32, Knowledge (religion) +34, Knowledge (the planes) +46, Search +12 (+14 to find secret doors or hidden compartments), Sense Motive +15, Spellcraft +47, Survival +2 (+4 in natural environments, +6 on other planes, +4 to avoid getting lost), Use Magic Device +10 (+16 to use scrolls) Feats: Craft Staff, Craft Wondrous Item, Dark Speech, Devotee of Darkness (Mephistopheles), Extraordinary Concentration, Forge Ring, Iron Will, Maximize Spell, Quicken Spell, Scribe Scroll Epic Feats: Epic Spellcasting, Epic Will, Improved Cold Mind, Improved Cold Soul, Improved Spell Capacity (10th), Improved Spell Capacity (11th) Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 28 Treasure: 558 gp, +1 dagger, amulet of natural armor +3, belt pouch (x4) (with 90 sp), black robes of the archmagi, diamond (500 gp), diamond (1000 gp), eye ointment (of mushroom powder, saffron, and fat; 250 gp), forked metal rod, headband of intellect +6, incense (250 gp), inkpen, jeweled ivory statuette (1,500 gp), pearl (100 gp), polished silver mirror (2 ft. by 4 ft.; 1,000 gp), rectangle of ivory stripes (200 gp), ring of wizardry I, ring of wizardry II, ruby dust (1,500 gp), sapphire lens in a golden loop (1,500 gp), scholar's outfit, scroll case, scroll of arcane sight, scroll of expeditious retreat, scroll of greater dispel magic, scroll of greater invisibility, scroll of identify, scroll of polar ray, scroll of protection from arrows,
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scroll of teleport, scroll of undetectable alignment, sheet of parchment (x20), spellbook (x4), spell component pouch (x6), staff of frost, vial of ink (1 oz.), wand of charm person (50 charges), wand of magic missile (CL 9th, 50 charges), waterskin Alignment: Lawful evil Silac has received a +5 inherent bonus to his Intelligence score. Cold Mind (Su): Silac has become cold and inhuman in every aspect of his thought process. He is immune to enchantments and mind-influencing spells and effects. Cold Shoulder (Su): Silac is immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, hideous laughter, rage, and sympathy. Furthermore, Silac is no longer affected by morale bonuses or penalties of any sort. Cold Soul (Ex): Silac is dispassionate in every fiber of his being. He can alter an arcane spell when cast so that it utilizes cold energy rather than the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. Silac decides whether to alter the spell’s energy type when he begins casting, and the spell’s casting time is unaffected. Additionally, spells with the cold descriptor are cast as if Silac were one level higher, the save DC increases by +1, and they ignore cold resistance. Creatures with cold immunity take half damage (unless they have the cold subtype, in which case they remain immune). Contempt for Corruption (Su): The corrupt knowledge with which Silac acquaints himself on a regular basis no longer has any effect on him. If a spell has a corruption cost, he no longer pays that cost. Devotee of Darkness: Once per day, Silac can call upon the aid of Mephistopheles, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Silac gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 28 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Mephistopheles (or the Lord of Loss himself), Silac takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Silac obtains is ever effective against such creatures. Stoic Sage (Ex): Silac is disciplined in his spellcasting efforts. He gains a +9 competence bonus on Concentration checks made in relation to casting or maintaining a spell or spell-like ability. This discipline also extends to his research. Silac's maximum ranks in Knowledge (arcana), Knowledge (history), and Knowledge (the planes) are equal to his level +9 rather than his level +3. Typical Wizard Spells Prepared (4/10/10/6/6/5/5/5/5/4/2/2; save DC 22 + spell level): 0 detect magic, mage hand, message, read magic; 1st alarm, cause fear, charm person, chill touch, feather fall, identify, magic missile, obscuring mist, shield, true strike; 2nd - alter self, blindness/deafness, blur, detect thoughts, invisibility, misdirection, protection from arrows, see invisibility, shatter, whispering wind; 3rd deep slumber, dispel magic, fly, gaseous form, nondetection, tongues; 4th - bestow curse, dimension door, enervation, ice storm, scrying, wall of ice; 5th - cloudkill, dominate person, telekinesis, teleport, true strike
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(quickened); 6th - analyze dweomer, freezing sphere, legend lore, lightning bolt (maximized), true seeing; 7th finger of death, fireball (maximized), greater teleport, insanity, spell turning; 8th - cone of cold (maximized), horrid wilting, polar ray, power word stun, screen; 9th gate, power word kill, shapechange, time stop; 10th chain lightning (quickened), delayed blast fireball (maximized); 11th - greater teleport (quickened), polar ray (maximized). Epic Spells Known (3 per day; save DC 32): animus blast, epic mage armor, let go of me, soul scry. Spellbook 1: 0 - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st - cause fear, charm person, comprehend languages, endure elements, feather fall, magic missile, obscuring mist, shield, true strike; 2nd - detect thoughts, protection from arrows, see invisibility, whispering wind; 3rd - deep slumber, fly, gaseous form, tongues; 4th - bestow curse, dimension door, enervation, scrying; 5th - cone of cold, permanency, telekinesis, teleport; 6th - analyze dweomer, legend lore. Pages Used: 96/100 Spellbook 2: 6th - contingency, true seeing; 7th - delayed blast fireball, greater teleport, plane shift, spell turning; 8th - discern location, mind blank, polar ray, protection from spells; 9th - power word kill, mage's disjunction, time stop. Pages Used: 99/100 Spellbook 3: 1st - alarm, chill touch, identify, mage armor; 2nd - alter self, invisibility, 3rd - dispel magic, nondetection, 6th - chain lightning, freezing sphere; 7th finger of death, forcecage, limited wish; 8th - greater prying eyes, mass charm monster, power word stun; 9th energy drain, meteor swarm, wish. Pages Used: 98/100 Spellbook 4: 2nd - blindness/deafness, blur, darkvision, hideous laughter, misdirection, shatter, touch of idiocy; 3rd - clairaudience/clairvoyance, explosive runes, fireball, haste, lightning bolt, slow; 4th - confusion, ice storm, solid fog, wall of ice; 5th - break enchantment, cloudkill, dominate person, feeblemind, mind fog; 8th - horrid wilting, moment of prescience; 9th dominate monster. Pages Used: 98/100 Spellbook 5: 5th - blight; 6th - globe of invulnerability, wall of iron; 7th - insanity, teleport object; 8th clenched fist, screen; 9th - gate, shapechange. Pages Used: 65/100
Cardinal of Asmodeus Only a fool underestimates the might of The Overlord of Hell. His citadel at Malsheem in Nessus holds knowledge lost since before the creation of the Prime, knowledge damning in its power and kept from all. Even Mephistopheles, Lord of Loss, does not know everything, and some secrets will never come to the ears of Beelzebub, the Lord of the Flies. The darkest purposes of Hell are to be had here, standing on the right hand of the greatest of devils. Some believe, though, that such knowledge can be earned, if only the right path is trod. Every dark act and paradigm to be found in the other eight hells can help find this path, but they are not the path itself. From the first step along this route, redemption is left behind. This is not the way of weaklings. It cannot be traveled halfheartedly. For those willing to pay the price, though,
such power can be had that mortals would never dream of. The cardinal of Asmodeus pursues this lost knowledge, acquiring it piece by piece from the King of Hell himself. He operates as a member of the devil god’s clergy, part of its secretive inner circle, meeting by night to decide the fate of nations. The cardinal believes that his plans should be shared on a need-to-know basis, and only he needs to know. He is the despot set up as both king and god in the eyes of his subjects. Everyone else is nothing but a tool for the designs of Hell; there is no love, no compassion, no mercy - not for anyone. Even his own family is ruthlessly left by the wayside as he travels the darkest of roads. He seeks ultimately to place himself over others in the same way that the Overlord rules Hell, and in his tyranny he seeks to damn entire nations. Cardinals always come from the ranks of clerics.
of Hell. Class Skills The cardinal of Asmodeus’ class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Intelligence modifier.
Class Features All the following are class features of the cardinal of Asmodeus prestige class. Weapon and Armor Proficiency: A cardinal of Asmodeus gains proficiency with simple weapons, but not Hit Dice: d6. with armor or shields. Spells per Day: At 2nd level and each level thereafter Requirements gained in the cardinal of Asmodeus prestige class, the To qualify to become a cardinal of Asmodeus, a character gains new spells per day as if he had also character must fulfill all the following criteria. gained a level in a spellcasting class he belonged to beAlignment: Lawful Evil fore adding the prestige class. He does not, however, Skills: Bluff 4 ranks, Diplomacy 9 ranks, Intimidate 4 gain any other benefit a character of that class would ranks, Knowledge (arcana) 9 ranks, Knowledge (the have gained (improved chance of controlling or rebuking Planes) or Knowledge (religion) 12 ranks, Knowledge undead, hit points beyond those he receives from the (nobility and royalty) 4 ranks prestige class, and so on), except for an increased effecFeats: Devotee of Darkness (Asmodeus), Leadership tive level of spellcasting. If a character had more than Languages: Infernal one spellcasting class before becoming a cardinal of AsSpells: Ability to cast 5th level divine spells modeus, he must decide which class he adds the new Special: Cardinals of Asmodeus must have made peaceful contact with a greater devil (at least CR 15). level for purposes of determining spells per day. The devil then instructs the would-be cardinal on the Diabolical Sacrament: The primary responsibility of process to submit to the will of Asmodeus, The Overlord a cardinal of Asmodeus is to increase the power of organized evil. How the cardinal accomplishes this is up to him so long as his actions do not promote chaos, anarTable 3-22: The Cardinal of Asmodeus chy, or self-centered evil, and certainly not righteousness. In pursuit Class Base Fort/Ref/ Special Spellcasting Level Attack Will of this agenda, the cardinal of AsBonus Save modeus is rewarded with Diabolical Sacraments as he becomes more 1 +0 +0/+0/+2 Diabolical sacrament, successful in his task. Once every domain of the Overlord other level beginning at 1st level, 2 +1 +0/+0/+3 +1 level of existing divine the cardinal of Asmodeus may sespellcasting class lect one of the nine Diabolical Sac3 +2 +1/+1/+3 Diabolical sacrament +1 level of existing divine raments for which he qualifies. In order to acquire a Sacrament, the spellcasting class cardinal must perform the necessary 4 +3 +1/+1/+4 +1 level of existing divine diabolical rites, many of which respellcasting class quire a significant amount of financial resources and bloody sacrifices 5 +3 +1/+1/+4 Diabolical sacrament +1 level of existing divine (see sidebar for suggested rituals spellcasting class for each Sacrament). 6 +4 +2/+2/+5 +1 level of existing divine The Art of Hell (Su): Three times per day the cardinal may select to spellcasting class enhance the power of spells bearing 7 +5 +2/+2/+5 Diabolical sacrament +1 level of existing divine the Evil or Lawful descriptors, or spellcasting class spells from the school of Enchant8 +6 +2/+2/+6 +1 level of existing divine ment as a free action. Evil and Lawful spells find all of their varispellcasting class able modifiers improved as per the 9 +6 +3/+3/+6 Diabolical sacrament +1 level of existing divine Empower Spell Feat; spells from spellcasting class the School of Enchantment receive 10 +7 +3/+3/+7 Rite of the Diabolical See +1 level of existing divine a +2 bonus to the DC (this bonus stacks with any other bonus). spellcasting class
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Benediction of Hell (Su): The cardinal may grant a blessing to any willing to treat with Hell in the form of a limited wish. The results of the limited wish occur “naturally” over the course of three days and always to the benefit of Lawful Evil. When the cardinal grants his Benediction to another, he pays no experience cost; however, if the cardinal uses the Benediction for himself, he pays the appropriate cost as described. Those who take advantage of a Benediction of Hell always end up “owing” the cardinal. Within nine days of the Benediction, the cardinal will demand a quest upon the client who receives no save against the request and suffers double penalties until the quest is fulfilled. Benediction of Hell can be used once per day. Favored of Hell (Ex): The cardinal of Asmodeus is a dark beacon of evil and villainy, a reflection of his favored status in Hell. The cardinal of Asmodeus receives the benefits of Evil Brand as detailed in the Book of Vile Darkness. If the cardinal already possesses Evil Brand, the benefits are doubled. Additionally, the cardinal gains an Imp as a loyal servant Gaze of Hell: The cardinal of Asmodeus can channel some of the great evil of Hell through his gaze. The cardinal may cause one of two effects with his Gaze of Hell. First, the Gaze can cause weakness against one target as per ray of enfeeblement coupled with slow; if struck by the Gaze of Hell, a victim does not receive a save against the slow effect. Alternatively, the Gaze may cause fear to all within 10 feet of the cardinal as the spell; the save DC equals 14 + the cardinal’s class level + the cardinal’s Charisma modifier. The cardinal’s caster level in either case is equal to his class level + 9. The Gaze of Hell may be used a total of three times per day. Hegemony of Hell (Su): The cardinal can impose the ordered might of Hell against all tainted by evil within 90 feet of his person, forcing them to obey him as though struck by mass charm monster once per day. All evil aligned aberrations, giants, humanoids, magical beasts, monstrous humanoids, and undead possessing fewer combined class levels and/or HD than the Cardinal’s character level can be affected, and receive a base Will saving throw DC of 18 + the cardinal’s class level + the cardinal’s Charisma modifier. Chaotic Evil beings re-
ceive a +4 modifier to their Will saves while Neutral Evil beings receive neither a bonus nor a penalty. Lawful Evil beings suffer a -4 penalty to their save; furthermore, if the Lawful Evil being fails by more than 9 points, it becomes a permanent thrall to the cardinal as though under the effects of dominate monster. Otherwise, the Hegemony of Hell persists for 24 hours after which those under its power receive another saving throw with a +1 bonus; this cycle continues until a save is made. Once released from the Hegemony of Hell, the victims perceive the cardinal in a friendly fashion. A cardinal may have as many thralls as his Charisma modifier (including any thralls gained by means of the Lure of Hell ability); he has the ability to release a thrall at any time, although doing so is treated as the daily use of Hegemony of Hell. The cardinal must have selected Lure of Hell and Voice of Hell before taking Hegemony. Legions of Hell (Su): The cardinal can call on the Legions of Hell. 3/day, when the cardinal casts any summon monster spell, he casts it as two levels higher and receives double the number of monsters who remain in the Prime Material Plane for two hours. Once per week and at the expense of using the lesser version of Legions of Hell for the next nine days, the cardinal may call a pit fiend as a standard action. The relationship between the pit fiend and the cardinal depends on the cardinal’s character level; if the cardinal possesses a higher character level than the pit fiend’s Hit Dice, the fiend will obey the cardinal to the best of its ability so long as the cardinal’s orders serve the cause of Hell. If the cardinal possesses fewer character levels than the fiend’s Hit Dice, the fiend will issue a quest on the cardinal (against which the cardinal has no save) for every request made of it (including combat, summoning, etc.). In either case, the pit fiend can remain on the Prime Material for up to nine days, after which another cannot be called for 27 days. The cardinal must have Favored of Hell in order to call a pit fiend. Lure of Hell (Su): Once per day, the cardinal can proselytize to those not of his alignment. If the cardinal can speak to a single victim for at least one full round with no interruption, he imposes a Will save DC of 13 + the cardinal’s class level + the cardinal’s Charisma
Rituals for Diabolical Sacraments The Diabolical Sacrament unlocks great powers for the cardinal of Asmodeus. It is for this reason that it is best that the benefits of each sacrament only become available after the cardinal performs a ritual of some kind. Use the following guidelines for the costs of rituals to access the various powers of the Diabolical Sacrament. DMs should note that these rituals assume normal wealth levels for characters. In the case of lower or higher wealth level by level, it is appropriate to adjust the costs discussed below. Likewise, NPC cardinals will have less wealth than PCs and so should pay commensurately less for these rituals at the DM’s discretion. Rite of Command: This rite requires 3,333gp worth of material components, and is used to gain access to the Art of Hell, the Favored of Hell, the Lure of Hell, and the Voice of Hell abilities. In the case of the Lure of Hell, the cost is 6,666gp, and in such a case the rite also requires the ritual sacrifice of a cleric, paladin or outsider of good alignment with at least 6 Hit Dice. Rite of Puissance: This rite requires the destruction of a good-aligned, or otherwise associated with good, magic item worth at least 18,000gp. It allows access to the Benediction of Hell, the Gaze of Hell, and the Power of Hell abilities. In the case of the Benediction of Hell, holy texts of a good or chaotic god to the value of 18,000gp must also be destroyed. Rite of Condemnation: This rite requires that the cardinal offer the soul gems of 33 Hit Dice worth of good creatures (see the trap the soul spell for further details, as found in the Players HandbookTM) as a sacrifice. It also requires the burning of incense and consumes material components worth an additional 12,000gp. During the rite, the souls trapped in the gems are transferred to Nessus, becoming the property of the Overlord of Hell. This rite is used to gain access to the Legions of Hell and the Hegemony of Hell abilities.
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modifier. If the victim fails, he is subject to one suggestion offered by the cardinal and moves a step closer to Lawful Evil. Should the victim become Lawful Evil due to a suggestion offered by the cardinal, the victim must make another Will saving throw or become a thrall to the cardinal. A cardinal may have as many thralls as his Charisma modifier. Power of Hell (Su): Once per day, the cardinal can bolster those who serve him. All within 20 feet receive a +1 profane bonus to all attacks, armor class, rebuke undead checks, saving throws, and skill checks per the cardinal’s class level for up to nine rounds so long as they remain within sight of the cardinal. Only thralls or beings currently under a charm or compulsion effect caused by the cardinal benefit from Power of Hell. Those under this effect are surrounded by a molten aura that radiates evil. Power of Hell stacks with unholy aura or shield of law. A cardinal may select this ability at 3rd level. Voice of Hell (Su): The cardinal’s voice commands attention and respect. The cardinal receives a +1 profane bonus per class level on any Bluff, Diplomacy, Intimidate, or Perform (oratory) check. For every three levels in cardinal, he receives a +1 bonus to languagedependant Enchantment spells DCs (but not cardinal powers). Domain of the Overlord (Su): At first level, the cardinal of Asmodeus begins to gain access to the true power of Hell. The cardinal can prepare the following spells as domain spells: command (1st), enthrall (2nd), bestow curse (3rd), charm monster (4th), hold monster (5th), harm (6th), blasphemy (7th), trap the soul (8th), and dominate monster (9th). Each of the spells can be prepared in place of a domain spell of the level indicated. Rite of the Diabolical See: Only the wealthiest and most politically powerful cardinals of Hell attain this level of power. By performing the Rite of the Diabolical See (see Chapter 2: Forbidden Magic), the cardinal calls directly on the power of The Overlord of Hell. If Asmodeus finds the cardinal worthy, he rewards the cardinal greatly for his service to Hell at the expense of his immortal soul. He can see in darkness (even that created by deeper darkness spells) and can engage in telepathic communication with any creature within 100 feet. When casting corrupt spells, the cardinal is treated as a devil (and thus does not pay the corrupt cost). Finally, the cardinal receives a +9 bonus to all checks related to summoning a Power of Hell (Duke of Hell, Arch-Devil, or Lord of the Nine); this bonus stacks with those of other cardinals during cooperative or ritual magic. In return, the cardinal suffers 2 points of Constitution drain; this cannot be restored by any means. Additionally, he takes a -9 penalty to all saves made against spells, spell-like abilities, and supernatural abilities of higher-ranking servants of Asmodeus. Any attempt to seek atonement for his affiliation with Asmodeus requires that the cardinal make a Fortitude save DC 45 every nine hours. Success grants the cardinal more time to seek absolution, although each new save faces an additional +3 to the DC. Failure indicates that the Order of the Lie (q.v.) has tracked the cardinal down, as a blast of brimstone and flames erupt beneath the cardinal (even in mid air or in water). Pit fiend claws then reach up from the portal and drag the cardinal’s body into Hell, where the cardinal is damned to endless digestion within Asmodeus for breaking faith.
Example Cardinal of Asmodeus Dark Cardinal Aelister Crow's Eye Cleric 9, Cardinal of Asmodeus 10 Medium Humanoid (Sapien) Hit Dice: 9d8+10d6 (79 hp) Initiative: +1 (+1 Dex) Speed: 30 ft. (6 squares) Armor Class: 24 (+1 Dex, +8 armor, +5 deflection), touch 16, flat-footed 23 Base Attack/Grapple: +13/+14 Attack: Scepter of the Dark Cardinal +15 melee (1d8+2 plus 2d6 axiomatic plus 1d6 hellfire plus 2d6 unholy/19-20); or spell +14 melee touch or +14 ranged touch. Full Attack: Scepter of the Dark Cardinal +15/+10/+5 melee (1d8+2 plus 2d6 axiomatic plus 1d6 hellfire plus 2d6 unholy/19-20); or spell +14 melee touch or +14 ranged touch. Space/Reach: 5 ft./5 ft. Special Attacks: Art of Hell, benediction of Hell, hegemony of Hell, lure of Hell, rebuke undead 9/day (+2 synergy bonus), spells, voice of Hell Special Qualities: Rite of the Diabolical See Saves: Fort +9, Ref +7, Will +20 Abilities: Str 13, Dex 12, Con 10, Int 16, Wis 23, Cha 22 Skills: Bluff +31, Concentration +18, Craft (sculpture) +13, Decipher Script +10, Diplomacy +30, Disguise +9 (+12 when acting in character), Gather Information +14, Intimidate +27, Knowledge (arcana) +11, Knowledge (nobility and royalty) +12, Knowledge (religion) +20, Knowledge (the planes) +13, Perform (oratory) +19, Profession (composer) +14, Sense Motive +18, Spellcraft +20, Survival +6 (+8 on other planes) Feats: Dark Speech, Devotee of Darkness (Asmodeus), Eschew Materials, Leadership, Maximize Spell, Persuasive, Quicken Spell, Sacrificial Mastery Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 19 Treasure: 1636 gp, belt pouch (with 200 sp), bracers of armor +8, circlet of persuasion, cloak of charisma +6, eye ointment (of mushroom powder, saffron, and fat), jewelry (100 gp), noble's outfit, periapt of wisdom +6, ring of mind shielding, ring of protection +5, Scepter of the Dark Cardinal (+1 axiomatic hellfire unholy light mace with the abilities of a rod of rulership), signet ring, silver unholy symbol (Asmodeus), unholy water font (100 gp), waterskin, winged boots Alignment: Lawful evil Dark Cardinal Aelister Crow's Eye is friendly and outgoing, and a prominent and well-known socialite in Bagwin. One of the High Sentinels, he is an accomplished composer and sculpture. He offers the most lavish parties and provides meaningful advice to those that would here it. He often prompts people to look beyond the limitations of social mores if their behavior will offer greater opportunities to Bagwin as a whole. He seeks out the desires of others and offers them for small prices, always ensuring that what they gain in return for what they'll lose is worth the price. Of course, the price is eventually the fool's soul and that's all that Aelister is interested in. He is one of the most powerful cardinals in the world and controls a relatively large cult of devil worshippers across the Golden Plains. His evil is subtle,
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but ensures that his master's cult grows larger by the year. Aelister speaks Common, Draconic, Infernal, and the Dark Speech. The Art of Hell (Su): Three times per day, Aelister may select to enhance the power of spells bearing the Evil or Lawful descriptors, or spells from the school of Enchantment, as a free action. Evil and Lawful spells find all of their variable modifiers improved as per the Empower Spell feat; Enchantment spells receive a +2 bonus to the DC (this bonus stacks with any other bonus). Benediction of Hell (Su): Once per day, Aelister may grant a blessing to any willing to treat with Hell in the form of a limited wish. The results of the limited wish occur “naturally” over the course of three days and always to the benefit of Lawful Evil. When Aelister grants his Benediction to another, he pays no experience cost; if, however, he uses the Benediction for himself, he pays the appropriate cost as described. Those who take advantage of a Benediction of Hell always end up “owing” Aelister. Within nine days of the Benediction, he will demand a quest upon the client who receives no save against the request and suffers double penalties until the quest is fulfilled. Devotee of Darkness: Once per day, Aelister can call upon the aid of Asmodeus, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Aelister gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 19 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Asmodeus (or the Overlord of Hell himself), Aelister takes a –2 penalty on attacks, checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Aelister obtains is ever effective against such creatures. Hegemony of Hell (Su): Once per day, Aelister can impose the ordered might of Hell against all tainted by evil within 90 feet of his person, forcing them to obey him as though struck by mass charm monster. All evil aligned aberrations, giants, humanoids, magical beasts, monstrous humanoids, and undead possessing fewer than 19 HD can be affected, and must succeed at a Will save (DC 33). Chaotic Evil beings receive a +4 modifier to their Will saves, while Neutral Evil beings receive neither a bonus nor a penalty. Lawful Evil beings suffer a – 4 penalty to their save; furthermore, if the Lawful Evil being fails by more than 9 points, it becomes a permanent thrall to Aelister as though under the effects of dominate monster. Otherwise, the Hegemony of Hell persists for 24 hours, after which those under its power receive another saving throw with a +1 bonus; this cycle continues until a save is made. Once released from the Hegemony of Hell, the victims perceive Aelister in a friendly fashion. Aelister may have up to five thralls (including any thralls gained by means of the Lure of Hell ability); he has the ability to release a thrall at any time, although doing so is treated as the daily use of Hegemony of Hell. Lure of Hell (Su): Once per day, Aelister can proselytize to those not of his alignment. If he can speak to a single victim for at least one full round with no interrup-
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tion, Aelister can force it to succeed at a Will save (DC 28) or become subject to one suggestion offered by him and move a step closer to lawful evil. Should the victim become lawful evil due to a suggestion offered by Aelister, the victim must make another Will saving throw or become one of his thralls. Aelister may have up to five thralls at a time. Rite of the Diabolical See: Having performed the Rite of the Diabolical See and been found worthy by The Overlord of Hell, Aelister has exchanged his immortal soul in exchange for rich diabolical rewards. He can see in darkness (even that created by deeper darkness spells) and can engage in telepathic communication with any creature within 100 feet. When casting corrupt spells, Aelister is treated as a devil (and thus does not pay the corrupt cost). Finally, he receives a +9 bonus to all checks related to summoning a power of Hell (Duke of Hell, arch-devil, or Lord of the Nine); this bonus stacks with those of other cardinals during cooperative or ritual magic. Voice of Hell (Su): Aelister’s voice commands attention and respect. He receives a +10 profane bonus on any Bluff, Diplomacy, Intimidate, or Perform (oratory) check, and a +3 bonus to language-dependant enchantment spell DCs (but not cardinal powers). Typical Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1; save DC 16 + spell level): 0 - create water, detect magic, detect poison, mending, purify food and drink, read magic; 1st bane, cause fear, command, comprehend languages, disguise self*, obscuring mist, protection from good, sanctuary; 2nd - darkness, death knell, desecrate, detect thoughts*, hold person, shatter, silence, zone of truth; 3rd - bestow curse, blindness/deafness, clairaudience/ clairvoyance*, deeper darkness, locate object, protection from energy, speak with dead; 4th - cure critical wounds, death ward, divination*, divine power, freedom of movement, sending, tongues; 5th - commune, greater command, false vision*, righteous might, slay living, true seeing, unhallow; 6th - blade barrier, greater dispel magic, harm, heal, mislead*, word of recall; 7th - blasphemy, dictum, greater scrying, legend lore*, mass inflict serious wounds; 8th - discern location, flame strike (maximized), polymorph any object*, unholy aura; 9th energy drain, implosion, miracle, time stop*. *Domain spell. Domains: Knowledge (all Knowledge skills are cleric class skills; cast divination spells at +1 caster level), Overlord (prestige domain), Trickery (Bluff, Disguise, and Hide are cleric class skills).
Epic Cardinal of Asmodeus The epic cardinal of Asmodeus stands amongst the greatest of the mortal servants of Hell. Often lording over entire countries as tyrannical dictators, few can match an epic cardinal’s penchant for domination. An epic cardinal will often take feats that improve his spellcasting ability, such as Epic Spellcasting, Improved Spell Capacity, Multispell, or epic metamagic feats. He may also take feats that will help to ensure his stranglehold over his minions (such as Epic Leadership or Epic Reputation). Charisma is important to a cardinal, as it improves his ability to manipulate others and be seen as a strong leader. Wisdom is also important, as his spellcasting ability relies upon it.
Hit Die: d6. Skill Points per Level: 4 + Int modifier. Table 3-23: The Epic Cardinal of Asmodeus Class Level
Special
Spellcasting
11
+1 level of existing spellcasting class
12
+1 level of existing spellcasting class
13
+1 level of existing spellcasting class
14
Bonus feat
+1 level of existing spellcasting class
15
+1 level of existing spellcasting class
16
+1 level of existing spellcasting class
17
+1 level of existing spellcasting class
18
Bonus feat, diabolic sacrament
+1 level of existing spellcasting class
19
+1 level of existing spellcasting class
20
+1 level of existing spellcasting class
Class Features Diabolic Sacrament: At 18th level, and every 9 levels thereafter (until level 45), the epic cardinal may learn a new diabolic sacrament. Spells per Day: The epic cardinal of Asmodeus’ caster level increases by 1 per level gained above 10th. The epic cardinal of Asmodeus continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the divine spellcasting class to which the cardinal of Asmodeus belonged before adding the prestige class. Epic Feats: An epic cardinal of Asmodeus gains a bonus feat (selected from the list of epic cardinal bonus feats) every 4 levels beyond than 10th. Epic Cardinal of Asmodeus Bonus Feats: Additional Magic Item Space, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Polyglot, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Tenacious Magic.
Initiative: +3 (+3 Dex) Speed: 30 ft. (6 squares) Armor Class: 31 (+3 Dex, +8 armor, +5 deflection, +5 natural), touch 18, flat-footed 28 Base Attack/Grapple: +19/+23 Attack: Scepter of the Dark Cardinal +27 melee (1d8+8 plus 2d6 axiomatic plus 1d6 hellfire plus 2d6 unholy/1920); or spell +23 melee touch or +22 ranged touch. Full Attack: Scepter of the Dark Cardinal +27/+22/+17 melee (1d8+8 plus 2d6 axiomatic plus 1d6 hellfire plus 2d6 unholy/19-20); or spell +23 melee touch or +22 ranged touch. Space/Reach: 5 ft./5 ft. Special Attacks: Art of Hell, benediction of Hell, hegemony of Hell, lure of Hell, rebuke undead 12/day (+4 synergy bonus), spells, voice of Hell Special Qualities: Favored of Hell, Rite of the Diabolical See Saves: Fort +16, Ref +13, Will +27 Abilities: Str 18, Dex 17, Con 15, Int 22, Wis 29, Cha 28 Skills: Bluff +57, Concentration +30, Craft (sculpture) +21, Decipher Script +20, Diplomacy +28 (+30 against evil creatures), Disguise +22 (+26 when acting in character), Gather Information +21, Intimidate +43 (+45 against evil creatures), Knowledge (arcana) +16, Knowledge (nobility and royalty) +19, Knowledge (religion) +38, Knowledge (the planes) +28, Perform (oratory) +30, Profession (composer) +24, Sense Motive +21, Spellcraft +38, Survival +9 (+11 on other planes) Feats: Dark Speech, Devotee of Darkness (Asmodeus), Eschew Materials, Evil Brand, Leadership, Maximize Spell, Persuasive, Quicken Spell, Sacrificial Mastery, Twin Spell Epic Feats: Epic Leadership (40), Epic Reputation, Epic Spellcasting, Improved Metamagic Environment: Any land or underground Organization: Solitary (unique) Challenge Rating: 29 Treasure: 333 gp, amulet of natural armor +5, belt pouch (with 200 sp), bracers of armor +8, circlet of persuasion, cloak of charisma +6, gem of seeing, gloves of arrow snaring, jewelry (200 gp), noble's outfit, periapt of wisdom +6, ring of mindblank, ring of protection +5, Scepter of the Dark Cardinal (+4 axiomatic hellfire unholy light mace with the abilities of a rod of epic rulership), signet ring, silver unholy symbol (Asmodeus), unholy water font (100 gp), waterskin, winged boots Alignment: Lawful evil Aelister has received a +5 inherent bonus to all of his ability scores.
The Art of Hell (Su): Three times per day, Aelister may select to enhance the power of spells bearing the Evil or Lawful descriptors, or spells from the school of Enchantment, as a free action. Evil and Lawful spells find all of their variable modifiers improved as per the Empower Spell feat; Enchantment spells receive a +2 bonus to the DC (this bonus stacks with any other bonus). Benediction of Hell (Su): Once per day, Aelister may grant a blessing to any willing to treat with Hell in the form Example Epic Cardinal of Asmodeus of a limited wish. The results of the limited wish occur “naturally” over the course of three days and always to the Dark Cardinal Aelister Crow's Eye benefit of Lawful Evil. When Aelister grants his Benediction Cleric 10, Cardinal of Asmodeus 19 to another, he pays no experience cost; if, however, he uses Medium Humanoid (Sapien) the Benediction for himself, he pays the appropriate cost as Hit Dice: 10d8+19d6+58 (173 hp) described. Those who take advantage of a Benediction of
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Hell always end up “owing” Aelister. Within nine days of the Benediction, he will demand a quest upon the client who receives no save against the request and suffers double penalties until the quest is fulfilled. Devotee of Darkness: Once per day, Aelister can call upon the aid of Asmodeus, granting him a +3 profane bonus to any one roll. Against chaotic or good foes, Aelister gains a +1 profane bonus to Armor Class, and once per day can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor. He also gains spell resistance 29 against chaotic and good spells and spell-like abilities. Whenever dealing with a higher-ranking servant of Asmodeus (or the Overlord of Hell himself), Aelister takes a –2 penalty on attacks, checks, and other rolls, a –3 penalty to Armor Class, and a -6 penalty to saving throws. In addition, no spell resistance Aelister obtains is ever effective against such creatures. Favored of Hell (Ex): Aelister is a dark beacon of evil and villainy, a reflection of his favored status in Hell. He has received Evil Brand as a bonus feat. Additionally, Aelister has an imp which serves him loyally. Hegemony of Hell (Su): Once per day, Aelister can impose the ordered might of Hell against all tainted by evil within 90 feet of his person, forcing them to obey him as though struck by mass charm monster. All evil aligned aberrations, giants, humanoids, magical beasts, monstrous humanoids, and undead possessing fewer than 19 HD can be affected, and must succeed at a Will save (DC 33). Chaotic Evil beings receive a +4 modifier to their Will saves, while Neutral Evil beings receive neither a bonus nor a penalty. Lawful Evil beings suffer a –4 penalty to their save; furthermore, if the Lawful Evil being fails by more than 9 points, it becomes a permanent thrall to Aelister as though under the effects of dominate monster. Otherwise, the Hegemony of Hell persists for 24 hours, after which those under its power receive another saving throw with a +1 bonus; this cycle continues until a save is made. Once released from the Hegemony of Hell, the victims perceive Aelister in a friendly fashion. Aelister may have up to five thralls (including any thralls gained by means of the Lure of Hell ability); he has the ability to release a thrall at any time, although doing so is treated as the daily use of Hegemony of Hell. Lure of Hell (Su): Once per day, Aelister can proselytize to those not of his alignment. If he can speak to a single victim for at least one full round with no interruption, Aelister can force it to succeed at a Will save (DC 41) or become subject to one suggestion offered by him and move a step closer to lawful evil. Should the victim become lawful evil due to a suggestion offered by Aelister, the victim must make another Will saving throw or become one of his thralls. Aelister may have up to five thralls at a time. Rite of the Diabolical See: Having performed the Rite of the Diabolical See and been found worthy by The Overlord of Hell, Aelister has exchanged his immortal soul in exchange for rich diabolical rewards. He can see in darkness (even that created by deeper darkness spells) and can engage in telepathic communication with any creature within 100 feet. When casting corrupt spells, Aelister is treated as a devil (and thus does not pay the corrupt cost). Finally, he receives a +9 bonus to all checks related to summoning a power of Hell (Duke of Hell, arch-devil, or Lord of the Nine); this bonus stacks with those of other cardinals during cooperative or ritual magic. Voice of Hell (Su): Aelister’s voice commands attention and respect. He receives a +14 profane bonus on any Bluff, Diplomacy, Intimidate, or Perform (oratory) check, and a +6 bonus to language-dependant enchantment spell DCs (but
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not cardinal powers). Typical Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1; save DC 19 + spell level): 0 - create water, detect magic, detect poison, mending, purify food and drink, read magic; 1st - bane, cause fear, command, comprehend languages, deathwatch, disguise self*, obscuring mist, protection from good, sanctuary; 2nd - calm emotions, darkness, desecrate, detect thoughts*, hold person, shatter, silence, zone of truth; 3rd bestow curse, blindness/deafness, contagion, clairaudience/ clairvoyance*, deeper darkness, locate object, protection from energy, speak with dead; 4th - cure critical wounds, death ward, divination*, divine power, freedom of movement, poison, sending, tongues; 5th - commune, death knell (quickened), greater command, false vision*, righteous might, slay living, spell resistance, unhallow; 6th - blade barrier, greater dispel magic, harm, heal, mislead*, word of recall; 7th - blasphemy, dictum, greater restoration, greater scrying, legend lore*, mass inflict serious wounds; 8th - dimensional lock, discern location, fire storm, flame strike (twinned), polymorph any object*, unholy aura; 9th - energy drain, harm (twinned), implosion, miracle, storm of vengeance, time stop*. *Domain spell. Domains: Knowledge (all Knowledge skills are cleric class skills; cast divination spells at +1 caster level), Overlord (prestige domain), Trickery (Bluff, Disguise, and Hide are cleric class skills).
Epic Spells Known (3 per day; save DC 29): epic mage armor, let go of me, ruin, spell worm.
Infernal Speaker The forces of Hell, whether they are the wicked Sovereigns of Sin or the vile Lords of the Nine, are always seeking more slaves, and some of the best slaves are those with arcane might. Sorcerers and wizards, forever seeking more knowledge, have often turned to the powers of Hell, willing to make deals with the most debased fiends in Creation. While many become eternally damned for their shortsighted foolishness, others are fully aware of what they will lose and what they will gain - by dealing with Hell. To these, the powers of Hell teach the secrets to unlocking more arcane might through the Infernal tongue. Among the most fiendish of Hell’s mortal servants are those who speak The Word of the Arcane in infernal. Known as infernal speakers, these evil wizards and sorcerers serve the will and cause of Lawful Evil gods and devils while they pursue ever-greater knowledge and power. By learning the true, hidden language of Hell, the infernal speaker further empowers herself, drawing on the profane evil of The Pit and the devils therein. Infernal speakers come from a variety of backgrounds, although all can claim a significant degree of personal charm and intellect (very few are known for their wisdom). Their numbers are surprisingly high, bolstered by the work of tyrannical churches and diabolical cults who find worthy worshippers to undergo the heinous rite of passage, referred to in whole as the Nine Words of Perdition. There are also those who seek the language of Hell on their own, knowing that mastery of it will grant them great power. No matter the case, those who seek to undergo the Nine Words of Perdition forever lose their souls to the forces of Hell as they put their heinous words into horrific action. Although most infernal speakers are lawful and despotic, there are some more dedicated to uncovering ever more dread secrets than establishing a new world order. Still, these are the minority. Infernal speakers tend to serve either
as the immediate advisor to a powerful figure, or may direct things from behind a web of secrecy and intrigue. But, they are not afraid of direct confrontation when it proves necessary, as many would-be heroes have learned to their eternal lament.
no additional proficiency in any weapon or armor. Spells per Day: At first level and every other level thereafter gained in the infernal speaker class, and finally at 10th level, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have Hit Dice: d4. gained (improved chance of controlling or rebuking undead, Requirements metamagic or item creation feats, hit points beyond those he To qualify to become an infernal speaker, a character receives from the prestige class, and so on), except for an must fulfill all the following criteria. increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an infernal Alignment: Lawful Evil or Neutral Evil. Skills: Diplomacy 3 ranks, Knowledge (the Planes) or speaker, she must decide which class she adds the new level Knowledge (religion) 3 ranks, Knowledge (arcana) 8 ranks. for purposes of determining spells per day. Feats: Dark Speech, Devotee of Darkness (any), Spell Slave of Hell (Su): Those who delve into the forbidden Focus (Conjuration) or Spell Focus (Enchantment) or Spell lore of Hell are immediately and irrevocably scarred by it. Focus (Evocation) As a slave of Hell, the infernal speaker is utterly and completely evil, so much so that she cannot be healed by divine Languages: Infernal. magic cast by one serving a good god or cause. So potent is Spells: Ability to cast 3rd level arcane spells. Special: Infernal speakers must have made peaceful con- this restriction that not even potions or magic items brewed tact with a powerful devil (at least CR 10). They are then or crafted by good aligned divine casters benefit an infernal further instructed as to how complete the required sacrifices speaker. The magic does not harm the infernal speaker, it in pursuit of more power. just doesn’t have any effect. Secondly, for the purpose of detect evil spells (or detect law for Lawful Evil characters), Class Skills the infernal speaker is measured as a cleric for aura strength. The infernal speaker’s class skills (and the key ability for Finally, the infernal speaker acquires fire resistance 10 and a each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), +4 bonus on saves against poison. Diplomacy (Cha), Gather Information (Cha), Intimidate The Word of War (Su): Drawing on the power of Hell’s (Cha), Knowledge (Int) (any skill selected separately), Pro- first layer, an infernal speaker is permanently infused with fession (Wis), Spellcraft (Int). See Chapter 4: Skills in the toughened skin allowing her to better serve her new masters. Player’s Handbook for skill descriptions. The skin of the infernal speaker reddens and there are hints of scales near hair follicles and on joints. The infernal speaker acquires a permanent +3 increase to her natural arSkill Points at Each Level: 2 + Intelligence modifier. mor. The infernal speaker may also cast summon monster (Lawful Evil only) spells as if one level higher than her Class Features caster level. All the following are class features of the infernal speaker The Word of Trust (Su): By submitting herself to the prestige class. power of Hell’s second layer, the infernal speaker gains the Weapon and Armor Proficiency: Infernal speakers gain trust and admiration of weak-willed mortals. Once per day, the infernal speaker may cast charm person as a Sorcerer equal to the speaker’s total character levels. The Will save Table 3-24: The Infernal Speaker DC is 13 + the infernal speaker’s Class Base Fort Special Spellcasting Charisma bonus (the DC does not Level Attack Save receive any benefit from Spell FoBonus cus and similar feats). The Word of Greed (Su): Infer1 +0 +0/+0/+2 Slave of Hell +1 level of existing arcane nal speakers are ever greedy for spellcasting class more power and knowledge. An 2 +1 +0/+0/+3 The word of war infernal speaker may select any non-epic Metamagic or Item Crea3 +1 +1/+1/+3 The word of trust +1 level of existing arcane tion Feat, even if she doesn’t meet spellcasting class the prerequisites (except in the case of alignment prerequisites). 4 +2 +1/+1/+4 The word of greed The Word of Suffering (Su): 5 +2 +1/+1/+4 The word of suffering +1 level of existing arcane Infernal speakers, now familiar spellcasting class with the pain of being utterly damned, can share their pain with 6 +3 +2/+2/+5 The word of treachery other beings. An infernal speaker can cause their eyes to turn blood 7 +3 +2/+2/+5 The word of destruction +1 level of existing arcane red and cause fear as a Sorcerer spellcasting class equal to the caster’s total character 8 +4 +2/+2/+6 The word of secrecy level once per day. The Will save DC is 16 + the infernal speaker’s 9 +4 +3/+3/+6 The word of the forbid- +1 level of existing arcane Charisma bonus. The Word of Sufden spellcasting class fering affects all within 20 feet of the infernal speaker. A creature 10 +5 +3/+3/+7 Scion of Hell +1 level of existing arcane that successfully saves cannot be spellcasting class
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affected by the infernal speaker’s Word of Suffering for one day. The Word of Treachery (Su): An infernal speaker can impose her will against others, forcing them to betray their loved ones, convictions, and beliefs. Once per day, an infernal speaker can attempt to dominate person as the spell as a Sorcerer equal to the caster’s class level plus any other spellcasting levels. The Will save is 17 + the infernal speaker’s Charisma bonus (the DC does not receive any benefit from Spell Focus and similar feats). The Word of Destruction (Su): Infernal speakers can draw on the destructive powers of Hell, concentrating them into a blast of diabolical energy. A number of times per day equal to her Charisma modifier (if positive) +1 (minimum 1), the Speaker can unleash a line of Hell’s Fire. This line of diabolical energy is five feet wide, travels 10 feet per class level, and deals 1d4 points of damage per class level. The Reflex save DC for half damage is 15 + the infernal speaker’s Charisma modifier, but half of the damage is pure diabolical energy, thus protections against heat and flame only grant partial immunity to the infernal speaker’s Word of Destruction. To better survive the destructive elements associated with Hell, infernal speakers also gain either acid resistance 10 or cold resistance 10. The Word of Secrecy (Su): The infernal speaker gains the ability to see into the places wherein she has no business. Once per day, the speaker may gain a +10 bonus to any Intelligence or Charisma-based Skill check; or, in lieu of the Skill check bonus, the Speaker may add a +3 bonus to the DC of all spells cast. In either case, the Word of Secrecy has a duration equal to the speaker’s Charisma modifier (if positive) divided by three (round up, minimum one). Thus an infernal speaker with a Charisma score of 16 can use Word of Secrecy for one round once per day, whereas if she had a Charisma score of 26 she could use it for three rounds once per day. The infernal speaker also discovers a loophole that allows her to summon twice the normal number of Lawful Evil monsters at a given time who serve for twice the duration. This only applies to any summon monster spell, and not to gate or other summon spells. The Word of the Forbidden (Su): By delving into the depths of Hellish intellect, an infernal speaker may select any feat even if she does not meet the prerequisites. Scion of Hell (Ex): As a complete slave to the powers of Hell, the infernal speaker also serves as a diplomat of sorts, able to commune with any Duke, Arch-Devil or Lord of the Nine once per week as a spell-like ability in order to better understand the will of Hell in all things. Additionally, the infernal speaker is able to prepare and cast wish as if he had access to a single 9th level spell per day. Until such time as he actually gains 9th level slots, the ability to prepare and cast wish costs the infernal speaker one 6th level spell slot and one 3rd level spell slot (these are inaccessible only on days that the infernal speaker chooses to have access to wish). When the character advances in spellcasting ability enough to allow her access to wish, these costs disappear; the infernal speaker does not gain an extra spell slot to cater for casting wish. Finally, the speaker receives total immunity to fire and poison.
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The Sovereigns of Sin In The Godspell campaign setting, there are three Lawful Evil gods. Known as the Sovereigns of Sin, these three gods make their residences in the Nine Hells of Perdition. Bythal Dalax, Dauth Alman, and Lestonises are devils in every sense save name. They do all in their power to drag the world of Midlorr into tyranny, stagnation, and damnation. The relationship the Sovereigns of Sin have with devils is complex. Each god has unique arrangements with the Lords of the Nine, taking advantage of legions of common devils and maintaining large realms within three different layers. However, and unsurprisingly, there is no love lost between the Sovereigns and the Lords but plenty of distrust and hate. Among each other, two of the Sovereigns grudgingly answer to Dauth Alman, the Dark Sovereign and the Adversary. The architect of countless plots, the Eternal Foe’s machinations have brought Midlorr to the brink of disaster countless times. The forces of good fear that eventually one of Dauth Alman’s ploys will spell the end of time for Midlorr. Bythal Dalax (Intermediate Goddess) Symbol: A black, hissing serpent coiling up to the hilt of a bloody serrated dagger, the point down, on the black triangle filled with green flames. Portfolio: Vengeance, Punishment, Assassins, Serpents. Domains: Death, Evil, Law. Dauth Alman (Greater God) Symbol: Three pairs of midnight purple feathered wings sprouting from the center of a six point, silveredged black crown surrounded by black and purple clouds with lightning coursing across the entire image. Portfolio: Damnation, Decadent Rulers, Intrigue, Corruption. Domains: Destruction, Evil, Law, Trickery. Lestonises (Lesser God) Symbol: A crown of ice. Portfolio: Cold, Tyranny, Callousness, Stagnation. Domains: Destruction, Law, Water.
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design: Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Alan Jacobs Richardson, William Teebay, Simon Xu
In my youth, I sought power in strange and dark places; indeed, for a time I summoned lesser Devils to do my bidding, as much as it shames me to admit it. And so it is with the benefit of experience that I warn you now: they are deceivers ever. Oh, they are not liars like the Daemons, for they love the truth, and cling to cold hard reason. No, it is not in lying that they deceive. Rather, it is in justification and rationalization; a lesson I wish I had learnt the sooner. Perhaps the greatest of their deceits is in the amount of misinformation that they have allowed to be perpetrated concerning their race; for although the Devils will not lie, they will speak the truth in such a way as to make its meaning manifold. Too often have I seen a learned colleague learn too late the true power of the creature he summoned, and too often are the arcanists of our time seen to focus on the brute strength of the diabolical fiend, forgetting that many of them wield powerful magicks themselves. For this reason - that is, a healthy interest in selfpreservation - I do not summon the Devils any longer. What little I have learnt of their ways can be found in the following pages, along with some notes I have made on the nature of divinity and similar topics. I trust that those who read these memoirs will read them with the old adage in mind: forewarned is forearmed. Taken from the memoirs of Telm Tallbrow, Oversage of the city of Master during the Age of Reason. Both the treatises of Melginn and the memoirs of Telm Tallbrow seem suspect in their content. I cannot help but suspect that they were influenced at the time of writing, or doctored since - for what purpose, I cannot truly say. The fact remains, though, that too many inconsistencies abound not only between these two contempories, but even within their own works. It does not help that Telm has a reputation in history as a liar himself, and a plagiarist of the worst sort. For one reputed to have died in the midst of a planar binding ritual gone wrong, he comes across as a hypocrite and a fool. As found in Jaimin d’Elcrys’ Commentary Diabolique.
Cosmic Ranks and Cosmic Entities Defined Characteristics This section highlights the abilities and characteristics accessible to beings with cosmic ranks (CsR). Cosmic entities and beings with cosmic ranks determine their skills, feats, and the like in a manner identical to gods or epic mortals. Although a cosmic entity does not have access to salient divine abilities, it may possess comparable powers. It behooves one to review specific cosmic entity templates to determine what such powers may be. A cosmic entity may have some or all of the following qualities, depending on its cosmic rank. Quasi Divine Rank A cosmic entity possesses a divine rank of 0 as de-
tailed in Deities and Demigods. As a result, it gains certain elements associated with this rank. The characteristics discussed below for the powers based upon cosmic rank are those that supercede any benefits accorded to the divine rank 0. Cosmic Rank Acquisition A cosmic entity with cosmic ranks determines its status in the same manner identical to that of gods: the cosmic rank is assigned. Many cosmic entities receive bonuses to their cosmic ranks under special circumstances. For example, Dispater, like most of the Lords of the Nine, receives an additional +3 to his cosmic rank in Dis, allowing him to function as a cosmic rank 18 entity in the Second Perdition. Cosmic rank allows the cosmic entity to parallel the power of a god when it comes to affecting its own realm/layer, imposing its will against other beings, and resisting the cosmic or divine assaults of other similarly endowed entities. A cosmic entity typically does not use cosmic rank as a modifier for armor class, attack bonuses, spell casting level, and similar elements; opposed rank checks and ability checks are an exception to this rule. Armor Class A cosmic entity determines its armor class as a mortal being. Many of the more powerful cosmic entities (like the Demon Princes or the Seven Virtues), may have their armor class determined in a manner similar to gods in the event of mortal ascension. Attacks A cosmic entity with a cosmic rank of 1 or higher does not treat a roll of “1” as an automatic failure. It does not use cosmic rank to modify attacks or damage. Saving Throws A cosmic entity with a cosmic rank of 1 or higher does not treat a roll of “1” as an automatic failure. It does not use cosmic rank to modify saving throws. Immunities A cosmic entity may possess an array of immunities, although most are associated with the specific type of template rather than upon cosmic rank. A cosmic entity does not possess the sweeping immunities of gods; however, such immunities, not conditional on divine rank, are not overcome by opposed rank checks. See cosmic entity groupings (templates) to determine immunities. Regardless of cosmic rank, a cosmic entity can usually expect to be susceptible to effects that imprison or banish it. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, and trap the soul. Bear in mind that the common names for a cosmic entity may not be its True Name. Thus spells like imprisonment are of limited value against a Herald of Holiness as the name to which it is referred is not its True Name. A cosmic entity is resistant to the attempts to rebuke or turn it. Interestingly, although it is utterly immune to turning/rebuking attempts by gods and other cosmic entities, the cosmic entity is not immune to such attempts by powerful mortals. In such cases, the cosmic entity receives turn resistance equal to half of its spell resistance, as described in the Epic Level Handbook under the Planar Turning feat.
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Spurn the Divine A cosmic entity is resistant to the powers of the gods. When determining if a cosmic entity can be affected by divine power, it is entitled to an opposed rank check to see if it is immune or resistant to divine assaults; the cosmic entity is entitled to a bonus to its rank check as if it were a deity with the same divine rank as it has cosmic ranks (this also holds true where cosmic entities face off, and opposed rank checks come into play). For example, if Vhanthermis, a divine rank 15 god, were to attack Mephistopheles, a cosmic rank 16 cosmic entity, Vhanthermis would find that the Lord of the Eighth immune to his Annihilating Strike, unless he succeeded on an opposed rank check. Vhanthermis, an intermediate deity, would have a total bonus of +15 on the opposed rank check (+15 for his divine ranks), while Mephistopheles would be treated as a DvR 16 greater god, with a total bonus of +20 on the opposed rank check (+16 for his cosmic ranks, +4 for each strata above his opponent). A cosmic entity may be able to temporarily ignore area divine shields, divine blasts, divine shields, and mass divine blasts. The attacking deity must succeed on an opposed rank check to affect a cosmic entity with divine blasts or mass divine blasts. Against area divine shields and divine shields, the cosmic entity can make an opposed rank check to breach the effect; the cosmic entity can breach the shield for one round’s worth of actions. Thus, if Vhanthermis were to attack Mephistopheles with a divine blast, Vhanthermis would need to succeed on an opposed rank check. Likewise, if the Lord of Loss was to attack the Merciful Judge with his Hell’s Fire, he would need to succeed on an opposed rank check. Note that in the second example, if Mephistopheles was unable to breach the divine shield with an opposed rank check, he would still deal damage as per normal to the divine shield with his Hell’s Fire. A cosmic entity warps the powers of the gods drastically. If a god attempts to attack a cosmic entity, it may not count on distance in a conflict. If the cosmic entity has at least half as many cosmic ranks as the god’s divine ranks, the god must confront the cosmic entity personally. Rather than distance for divine blasts, sensory powers, and similar divine attributes being determined by miles, these powers when used against a cosmic entity are changed to 100 feet. Thus, if Vhanthermis were to attack Mephistopheles with a divine blast, Merciful Judge would have to be within 1500 feet of the ArchDuke of Cania in order to have a chance to strike him. Note that if an attack from a deity is not directly aimed at a cosmic entity, but nonetheless includes said entity within its area of effect, the above limitations still apply. A cosmic entity is also difficult for gods to track. If a cosmic entity is involved in any activity or action related to a god’s portfolio sense, there is no guarantee that that god in question will be aware of it. When dealing with a cosmic entity that possesses fewer than half the cosmic ranks as the god’s divine rank, the god’s portfolio awareness and sensory powers function at half power, decreasing not only range and duration by half, but also the effective divine rank by half, so that even a Greater deity will not be able to sense the cosmic entity’s actions ahead of time. When dealing with a cosmic entity that possesses more than half but still fewer cosmic ranks as the god’s divine rank, the god’s portfolio awareness and sensory powers function at quarter power. When dealing with a cosmic entity that possesses equal to or greater cosmic ranks as the god’s divine ranks, the god’s portfo-
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lio awareness and sensory powers do not function at all. This power can essentially blind gods to the machinations of a cosmic entity. It also benefits the personal servants of cosmic entities. Thus, if Mephistopheles’ mortal servant were personally instructed by the Arch Duke of Cania to cause the collapse of a major temple dedicated to Vhanthermis, the Merciful Judge would only become aware of the plot if one of his servants or he himself heard of it first hand. Only if a god’s name is spoken can a god peer into the location within 100 feet per divine rank for one round per divine rank as described in Deities and Demigods to learn about events related to the plots of a cosmic entity. Certain Cosmic entities have parallel limitations when dealing with divine beings. Damage Reduction A cosmic entity typically gains damage reduction in a manner unique to its type. However, without such a provision, the cosmic entity determines its damage reduction in a manner identical to that of a god as described by Dicefreaks. Immortality A cosmic entity possesses quasi-divine status as described in Deities and Demigods. It is also not subject to death from massive damage. A cosmic entity possesses a form of rejuvenation that makes them extremely difficult to kill. When a cosmic entity is “killed” beyond its Plane of origin or the Plane upon which it draws its power, it does not die. Within 10d10 days, the cosmic entity reforms in its home plane and, for the more powerful ones, in a specific area or layer. Upon reforming, the cosmic entity is typically trapped within its Plane/layer/ realm for 5d20 years during which it can only be called or summoned into another Plane by mortals, and then for a limited time (usually 1d10 days). Automatic Actions A cosmic entity, like a deity, is able to take a certain amount of automatic actions per round. The number of such free actions that can be taken is as per the guidelines for deities (as found in Deities and Demigods), save that the cosmic entity is treated uses its cosmic rank to determine the number of free actions available per round. The types of actions available to the cosmic entity are always related to its portfolio, and are specified in the individual cosmic entity’s description. Communication A cosmic entity with cosmic ranks can understand, speak, and read any language, including nonverbal languages. Realm The power of a cosmic entity to manipulate its own realm is identical to that of a true god except the cosmic entity uses its cosmic rank to determine the extent that it can affect said realm. Many cosmic entities receive bonuses within their own abode.
Fiendish Oblivion Fiends, like most outsiders, are extremely difficult to permanently destroy. As they are the immortal manifestation of an Ideal, they effectively live forever unless
destroyed through special circumstances. This does not mean that all fiends are immortal in the same sense that quasi-gods or abominations are immortal. While all fiends live forever and are not required to eat, breath, or sleep, common fiends do not receive any special status when dealing with threats from cosmic or divine beings and do not benefit from the Immortal description. Simultaneously, fiends are not mortal in the same sense that humanoids, magical beasts, and other creatures are. They do not have biological functions (unless they want to) and do not have traditional organs, fluids, or the like. When a witch claims to need a barbazu’s heart, what one acquires is a “heart” that comes into being at the moment it is culled from the fiend’s body. A fiend’s body is in different stages of protoplasmic development over its existence depending on its status. Lowest “ranked” fiends, like lemures and manes, are the most carnal in nature; as a fiend progresses in power, it loses more and more of its physical nature. It is no accident that pit fiends are usually translucent or that balors are composed of flames, shadow, and hate rather than possessing bodies in the mortal sense. It is for this reason (among others) that the Blood War has persisted for so long. Devils cannot permanently destroy their demonic adversaries in the vast majority of cases. (There are rumors among daemons and demons that devouring the protoplasmic remains of a fiend renders it completely destroyed; if such is the case, devils have not adopted the practice as of yet). What happens to a fiend’s life when its physical form is destroyed depends upon where it “died,” how it relates to the area in which it died (called or summoned), and its station. If a fiend is summoned and then slain, it is instantly returned from whence it came. Most fiends encountered in the mortal coil were summoned and are never in fear of being permanently destroyed and rarely risk a loss of face and/or station if defeated. The only time a fiend has to be concerned with the latter is if they were summoned by an immediate superior. Fiends that have been called, whether by a planar alliance, planar binding, gate, or similar magicks are at a greater risk of being destroyed or punished. Indeed, they suffer the exact same risk as those fiends encountered in the Realms Beyond. Being destroyed in the Depth Below often risks permanent destruction. What occurs depends upon a fiend’s status: Least Fiend Permanent destruction when slain, regardless of location. Lesser Fiend Reduced to least status for a century per hit die and unable to travel beyond the confines of the appropriate Depth Below. The fiend may be permanently slain anywhere in the appropriate Depth Below. Greater Fiend Reduced to the appropriate highest-ranking lesser fiend status for a decade per hit die and unable to travel beyond the confines of the appropriate Depth Below during that time. The fiend may be permanently slain anywhere in the appropriate Depth Below. It may also suffer other penalties, as determined by a possible superior. Minor Cosmic Fiend Duke of Hell, Nether Heritor, unique demon. Such
creatures are unable to manifest in a corporeal fashion for five years per hit die and confined to the appropriate Depth Below for the time frame. Thereafter, the fiend may enter the mortal coil only by being called first. A fiend of this station risks permanent destruction if slain on the appropriate layer of the appropriate plane (eg. Martinet may only be slain on Nessus, Ninth of the Nine Hells of Perdition). The fiend may possibly suffer other penalties, as determined by a possible superior. Greater Cosmic Fiend Arch-Devil, Demon Lord, Nether Master. As minor cosmic fiend, except confined to the appropriate Depth Below for one year per hit die. These beings are typically not tied to a superior. True Cosmic Fiend Demon Prince, Lord of the Nine, Nether Fiend. Confined to the appropriate Depth Below for one year per hit die; otherwise as a minor cosmic fiend. Permanent destruction takes place only if the creature is slain on the appropriate layer of the appropriate plane (eg. Graz’zt can be destroyed on Azzagrat, the 45th, 46th, and 47th layers of The Abyss; Mephistopheles may be destroyed only in Cania, Eighth of the Nine Hells of Perdition), and only if the attacker succeeds in a rank check against the fiend. Although such a creature is unlikely to suffer a loss of status from a superior (assuming it has one), the loss of face for being confined to a fiend’s layer is enough to guarantee severe retaliation once the fiend regains its ability to travel. Deity A god is as difficult (and probably more difficult) to permanently destroy as a cosmic entity. A divine being risks permanent destruction only if slain on its home plane and only if the attacker succeeds on a rank check. Otherwise the deity or patron reforms within its divine realm after one year per Hit Die. While the destruction of a cosmic fiend may adversely affect the cult activities of its servants and “worshippers,” the destruction, even temporary, of a god may have vast consequences not only for its church, but for its future in a mortal world. A single-spheric deity slain on the world upon which it is venerated loses jurisdiction on that world and seems to die (as if destroyed on the planes). Such a deity may reform after one year per Hit Die if sufficient worship is available or a suitable ritual is performed (in some cases, an overpower must allow the god’s return). If a multi-spheric deity is slain on one of the worlds upon which it is venerated, the god is not destroyed nor its activities restricted on the planes or on other worlds; however, it is banished from that world/pantheon and loses jurisdiction in said world. The god may attempt to exert influence on that sphere again after one year per Hit Die if sufficient worship is available or a suitable ritual is performed (again, some cases will warrant the approval of an overpower).
Variant Sorcerer The sorcerer, as described in the Player’s Handbook, is a class of spontaneity, showcasing the classic concept of magic wielded through strength of personality or inherited, innate power. In the world of The Godspell TM,
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the Dicefreaks official campaign setting, this concept is illustrated by making a simple tweak to the existing sorcerer. Just as the wizard gains the Scribe Scroll feat for free at first level, demonstrating through mechanics the class’s roots in power gained through research and intellect, the sorcerer gains the Eschew Materials feat for free at first level. This rule has been used in the creation of the beings detailed in this book; if, therefore, you find the variant rule distasteful, it is important that you change the stat blocks of the relevant beings when using them in your game.
Variant Witch The Dungeon Master’s Guide provides the details of a witch class on p.175. This class is somewhat based off the sorcerer class. The witch class has been used within this book, but it should be noted that the spell list has been altered as follows (the 0-level spells remain unchanged): 1st Level: alarm, animate rope, charm person, disguise self, enlarge person, entangle, erase, expeditious retreat, feather fall, grease, goodberry, hold portal, identify, jump, magic aura, magic weapon, mount, obscuring mist, pass without trace, protection from chaos/ evil/good/law, reduce person, silent image, sleep, summon nature's ally I, unseen servant, ventriloquism. 2nd Level: alter self, arcane lock, bear's endurance, blindness/deafness, blur, bull's strength, calm emotion, cat's grace, cure light wounds, darkvision, daze monster, delay poison, detect thoughts, dominate animal, eagle's splendor, enthrall, false life, fog cloud, fox's cunning, gust of wind, hideous laughter, hypnotic pattern, invisibility, knock, levitate, magic mouth, misdirection, obscure object, owl's wisdom, phantom trap, resist energy, rope trick, see invisibility, shatter, speak with animals, spider climb, summon nature's ally II, summon swarm, touch of idiocy, web. 3rd Level: air walk, arcane sight, bestow curse, clairvoyance/clairaudience, contagion, create food and water, cure blindness/deafness, cure moderate wounds, daylight, deep slumber, deeper darkness, dispel magic, displacement, flame arrow, gentle repose, glyph of warding, greater magic weapon, haste, heroism, hold person, illusory script, invisibility sphere, keen edge, leomund's tiny hut, nondetection, phantom steed, plant growth, protection from energy, pyrotechnics, rage, ray of exhaustion, secret page, shrink item, sleet storm, slow, speak with plants, stinking cloud. summon nature's ally III, tongues, tree shape, vampiric touch, water breathing, wind wall. 4th Level: arcane eye, blink, call lightning, charm monster, confusion, control water, cure serious wounds, crushing despair, detect scrying, dimensional anchor, discern lies, divination, enlarge person (mass), fear, fly, freedom of movement, gaseous form, hallucinatory terrain, illusory wall, invisibility (greater), lesser geas, modify memory, neutralize poison, phantasmal killer, poison, rainbow pattern, reduce person (mass), remove disease, secure shelter, shadow conjuration, shout, solid fog, stone shape, summon nature's ally IV. 5th Level: baleful polymorph, blight, break enchantment, commune with nature, contact other plane, control winds, cure serious wounds, dismissal, dominate person,
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fabricate, false vision, feeblemind, hold monster, lesser planar binding, mage's private sanctum, magic jar, major creation, mind fog, mirage arcana, nightmare, passwall, permanency, restoration, sending, shadow evocation, summon nature's ally V, telekinesis, transmute mud to rock, transmute rock to mud, wall of fire, wall of ice, waves of fatigue. 6th Level: analyze dweomer, animate objects, bear's endurance (mass), bull's strength (mass) call lightning storm, cat's grace (mass), cloudkill, contingency, dispel magic (greater), eagle's splendor (mass), eyebite, flesh to stone, fox's cunning (mass), geas/quest, glyph of warning (greater), guards and wards, hallow/unhallow, heroism (greater), heroes' feast, legend lore, move earth, overland flight, owl's wisdom (mass), permanent image, planar binding, programmed image, repulsion, shadow walk, stone to flesh, suggestion (mass), summon nature's ally VI, veil, wall of stone. 7th Level: arcane sight (greater), animate plants, banishment, circle of death, control weather, disintegrate, ethereal jaunt, hold person (mass), insant summons, invisibility (mass), limited wish, phase door, power word blind, project image, scrying (greater), sequester, shadow conjuration (greater), simulacrum, spell turning, statue, summon nature's ally VII, transformation, vision, waves of exhaustion. 8th Level: animal shapes, binding, charm monster (mass), clone, demand, dimensional lock, discern location, forcecage, horrid wilting, iron body, irresistible dance, maze, mind blank, moment of prescience, planar binding (greater), power word stun, protection from spells, reverse gravity, scintillating pattern, screen, shadow evocation (greater), shout (greater), summon nature's ally VIII, sunburst, telekinetic sphere, temporal stasis, trap the soul. 9th Level: astral projection, dominate monster, earthquake, etherealness, foresight, freedom, hold monster (mass), imprisonment, power word kill, refuge, shades, shambler, shapechange, soul bind, summon nature's ally IX, storm of vengeance, time stop, wail of the banshee, weird, wish. In the event that the Book of Vile Darkness is used, the following spells should be added to an evil witch’s repertoire. 1st level: bestow wound, nether trail, spider hand, stupor, suspend disease. 2nd level: entice gift, sap strength, slow consumption, wither limb. 3rd level: dread word, drown, evil eye, reality blind. 4th level: corrupt summons, mirror sending, psychic poison. 5th level: call nightmare, morality undone, soul shackles. 6th level: false sending, snare astral traveler. 7th level: imprison soul, pestilence. 8th level: bestow greater curse, befoul, steal life. Finally, witches, like sorcerers, gain the Eschew Materials feat as a bonus feat at 1st level.
Quicken Spell-like Ability Feat Expansion The Monster Manual caps the feat Quicken Spell-like Ability so that only spell-like abilities up to 6th level can
be quickened. This, however, appears to be because the table doesn’t take into account caster levels beyond 20th. See below for the expansion of this feat, as well as for the Empower Spell-like Ability feat. Table 4-3: Minimum Caster Level for Empower and Quicken Spell-like Ability Spell Level
Caster Level to Empower
Caster Level to Quicken
7th
18th
22nd
8th
20th
24th
9th
22nd
26th
Uncapped Spells and Epic Level Casters Epic levels present more problems than just challenge rating issues. One of the things that we came across whilst putting together creatures with caster levels higher than their challenge rating (and, under the official Wizards of the Coast system, this sort of situation is not unusual) was that certain spells were “too much”. The biggest offenders were mage’s disjunction, and the four holy word type spells (holy word, blasphemy, dictum and word of chaos). Although we believe that these can be intelligently dealt with without having to extrapolate rules that have not been clarified on for epic level gaming, we also happily advocate the following solutions for those who have concerns with the above spells. • Mage’s disjunction can be warded against with epic spells. • The four holy word type spells are capped in terms of their power, with saves being added to ignore the various effects as hit dice increase. This is not a big stretch of the rules, considering that most non-epic spells are capped in terms of their power potential. Creatures with 21 Hit Dice or more gain a save against the death effect of these spells. Creatures with 31 or more Hit Dice gain a save against the paralyzation aspect. Creatures with 41 or more Hit Dice gain a save against the weakening/blinding/slowing/stunning effect. The daze effect is always applicable, so long as the target creature would normally be affected by it. The new feat, Empower the Soul (see Chapter 2), along with these guidelines, should limit the problems faced at higher challenge ratings when creatures with very high caster levels cast these spells so as to affect PCs.
Additional Sacrifice Rules The Book of Vile Darkness has rules for sacrifice as a means of gaining power (see from p.26). In that tome, the only types of sacrifice listed are those that involve the shedding of blood (killing) of a creature as a sign of devotion to an evil power. Other types of sacrifice are also possible, depending on the nature of the Power being dealt with. For example, Amdusias advocates vile rites that mark a child his. Correct performance of such rites allow a servant of Amdusias to enter the Prime and steal the child away, leaving behind an unholy blessing on the invocant. One of the most vile types of sacrifice is that espoused
by Rosier, Duchess of Witchcraft. Her licentious rites involve the forceful stealing of virtue and innocence from the “sacrificial victims”, in nothing more than an aggrandized, celebratory excuse for rape. In such a sacrifice (known as the Black Ritual), some of the Knowledge (religion) modifiers are no longer appropriate, and new modifiers must be introduced. Any element listed in the Book of Vile Darkness that hinges on the death of the victim should be removed or changed so that the focus is on allowing the victim to live on afterwards. Examples are given below, followed by new modifiers. Note that at least three unwilling creatures must be involved in the Black Ritual. The witch conducting the rite may use either Knowledge (religion) or Knowledge (nature) to determine the final check and the unholy blessings to follow (the modifiers in the table above can apply to either Knowledge (nature) or Knowledge (religion) at the invocant’s option). The check result should follow the results given in the Book of Vile Darkness where appropriate, except that where a single wish or miracle can be obtained, the nature of that reward allows the benefits shown under Rosier’s Black Ritual entry (see Rosier’s description in Chapter 7), save that the benefits are one degree worse (e.g. if the sacrificial victim is 6th to 10th level, the invocant gains the ability to cast charm person 1/day as a 5th level sorcerer, instead of suggestion 1/day and charm person 1/day as a 10th level sorcerer). Those forced to participate do not suffer Rites of the Flesh (see Rosier’s description in Chapter 7), but do suffer sanity damage of 2d6/5d6, with any cases of insanity tending towards phobias or similar of a sexual nature. If you do not use sanity rules, the victim must instead make a Will save (DC = 10 + ½ Class levels + Charisma modifier) or suffer insanity as per the spell. Table 4-4: Black Ritual Sacrifice Modifiers Sacrifice Element
Knowledge (religion) Modifier
Sacrifice is tortured for 1 day prior to ceremony
+1
Sacrifice is genuinely willing1
+0
Conducted in a phallic grove2
+2
More than 3 couples involved
+1
More than 9 couples involved3
+2 (overlaps with 3 couples benefit)
1
Willing creatures do not count towards the “sacrifice” requirement of the Black Ritual 2 A phallic grove is a desecrated area with an abundance of obscene, licentious fertility symbols. 3 Note that this benefit overlaps and does not stack with the three couples benefit.
Infernal Variants The Powers of Hell, for all their dedication to order and tradition, are still well aware of the benefits of improvement. Devils have had an eternity to improve and
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grow, gaining access to abilities beyond that typically expected by even the most learned mortal scholars. Many of the rules detailed in the core rulebooks are suitable for devils as detailed in the Monster Manual. The core rulebooks assume an upper limit of 20 character levels. It is for this reason that the strongest devil in the Monster Manual, the mighty pit fiend, is a CR 20 creature. However, many of the rules that are appropriate for core rule play lose much of their power and validity once players step into epic levels. The following variant rules offer useful alternatives to ensure that advanced devils and the Powers of Hell detailed in The Gates of Hell continue to offer a viable threat in epic play.
Variant: Fiendish Advancement As currently written in the Monster Manual, when a monster advances its feat access, natural armor class, physical attributes, and skill points are adjusted to reflect the increase in Hit Dice. At Dicefreaks, we found that while for most monsters, these improvements are good enough, they do not greatly benefit outsiders and other high-level threats that reach into epic CR levels. The following variants offer new rules for maintaining a meaningful level of challenge for advanced fiends; these rules can be extrapolated for all outsider types. It should be noted that these power increases, unless otherwise
stated, are based solely off of the racial hit dice of the fiend, not any class levels.
Damage Reduction When a fiend advances to CR 10, the amount of damage reduced increases to 10. Thus, while a CR 6 barbazu posesses damage reduction 5/good or silver, a CR 10 barbazu possesses damage reduction 10/good or silver. When a fiend advances to CR 15, change “or” qualities for damage reduction to “and.” Thus, while a CR 6 babau possesses damage reduction 10/cold iron or good, a CR 15 babau possesses damage reduction 10/cold iron and good. When a fiend advances to CR 18, the amount of damage reduced increases to 15. Thus, while a CR 12 hamatula possesses damage reduction 10/good or silver, a CR 18 hamatula possesses damage reduction 15/good and silver. If a fiend (i.e. an extraplanar outsider from the Depths Below) does not possess a material damage reduction quality, it gains one at CR 20. Devils gain silver, demons cold iron, and daemons mithral. When a fiend advances to CR 23, add epic to its damage reduction. Thus, while a CR 20 pit fiend possesses damage reduction 15/good and silver, a CR 23 pit fiend possesses damage reduction 15/epic, good, and silver. When a fiend advances to CR 25, the amount of dam-
The Alignment Matrix The shift from one alignment to another is generally not a sudden occurrence. Rather, over time, alignment progresses gradually towards its end point. To represent this progression, Dicefreaks espouses the use of the following alignment matrix. Apart from the nine major alignments, twenty-four “tendencies” are added to the mix. A tendency merely reflects a slight bias away from one of the true alignments—Lawful Good can really be separated into true Lawful Good, as well as Lawful Good with Good tendencies (indicating a slight bias towards Neutral Good) and Lawful Good with Lawful tendencies (indicating a slight bias towards Lawful Neutral). Note that for the purposes of qualifying for feats, classes, or similar, tendencies should be ignored. A Lawful Good (Good) paladin, for example, loses no class benefits. When progressing from one true alignment to a neighboring true alignment, the process is said to take three “steps”. A Lawful Good character that begins to commit evil deeds would thus progress, in three steps, to Lawful Neutral; continued evil actions would lead to the final three steps to Lawful Evil (and, so long as his actions did not truly match his alignment, such steps would continue). In the diagram below, alignments shown within square brackets represent alignment tendencies.
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age reduced increases to 20. Thus, while a CR 20 pit fiend possesses damage reduction 15/good and silver, a CR 25 pit fiend possesses damage reduction 20/epic, good, and silver. At CR 35 and every increase of 10 CR thereafter, the fiend increases its amount of damage reduction by 5.
Energy Resistance When a fiend advances to CR 21, its racial energy resistance increases to 15. At CR 26, it increases to 20. At CR 31, it increases to 25. Although only the rarest fiend's advancement will take it past this, the pattern can continue indefinitely.
Regeneration Regeneration improves in a ratio to the fiend's original HD. A cornugon has 15HD and regeneration 5. A cornugon advanced to 18HD would have regeneration 6. A cornugon advanced to 45HD would have regeneration 15.
Spell-Like Abilities A fiend’s caster level for spell-like abilities is always equal to its Hit Dice. Thus, a 36 HD pit fiend casts spells and penetrates spell resistance as a 36th level caster. When a fiend advances to CR 30, spell-like abilities are usable more often. Abilities that were usable 3/day become usable at will; abilities that were usable 1/day become usable 3/day; and abilities that were usable less often decrease their delay by one increment (i.e. year becomes month, month becomes week, week becomes day). This occurs again when a fiend advances to 45th caster level, and yet again when a fiend advances to 60th caster level.
Spell Resistance Spell resistance increases at a one-for-one basis with an increase in CR. This includes racial HD increases, class level increases, or personal power increases. Thus, a CR 30 pit fiend possesses spell resistance 42.
When a fiend achieves maximum advancement, it may summon one additional time per day, it increases the number of creatures summoned by one more die type, and its chance to successfully summon increases yet again by 15%. In addition, the fiend may summon advanced versions (up to double HD) of the creatures it is able to summon. Such summoning is the equivalent of an epic spell. Thus, a 54 HD pit fiend would be able to automatically summon 9 lemures, barbazu, or osyluths, or 6 cornugons, erinyes, gelugons, or hamatulas four times per day; this ability is the equivalent of an epic spell. When a fiend advances to CR 20, its chance to summon becomes automatic regardless of how many HD the fiend has been advanced; the summoning ability increases by three levels. Thus, a CR 20 gelugon could automatically summon 2d10 lemures, 1d6 barbazu, 2d4 bone devils, or another gelugon once per day; this ability is the equivalent of a 7th level spell.
Telepathy When a fiend reaches 24th caster level with its spelllike abilities, its natural telepathy increases to a range of 200 feet. Every ten levels of increase thereafter (so 34th, 44th, etc) increase the range of the fiend's telepathy by 100 feet.
Variant: Fiendish Caster Level As immortal beings with innate magical power, fiends acclimate to “learned magic” easily. Indeed, fiends that take levels in spellcasting classes find that their magical power is significantly enhanced. This variant ensures that a fiend’s CR is reflected in its magical power in the same way that its increased HD or class levels are reflected in its attack bonuses. A fiend that possesses spell-like abilities other than greater teleport has an effective caster level equal to three quarters of its Hit Dice. If a fiend that takes levels in a spellcasting class, the fiend adds its 3/4 HD to its caster level when determining level-based functions of its spells, including damage, range, and caster level checks to penetrate spell resistance. This does not increase the fiend's access to higher level spells or spells per day.
Summoning
Variant: Wish and Inherent Bonuses
When a fiend reaches one and a half times its initial HD, it may summon one additional time per day and its chance to successfully summon increases by 15%; the summoning ability increases by one level. Thus, a 27 HD pit fiend would be able to automatically summon 2 lemures, barbazu, or osyluths, or 1 cornugon, erinyes, gelugon, or hamatula thrice per day; this ability is the equivalent of a 9th level spell. When a fiend reaches twice its initial HD, the number of potential creatures summoned increases by one die type (for non-variable summoning, 1 increases to 3, 2 increases to 4, 3 increases to 6, and 4 increases to 9) and its chance to successfully summon again increases by 15%. Thus, a 36 HD pit fiend would be able automatically summon 4 lemures, barbazu, or osyluths, or 3 cornugons, erinyes, gelugons, or hamatulas thrice per day; this ability is the equivalent of a 9th level spell.
According to the Player’s Handbook, the wish spell can be used to grant a creature a +1 inherent bonus to an ability score. Furthermore, two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus and so forth). At Dicefreaks, we believe that inherent bonuses stack, no matter how far apart such bonuses may be in coming. Under the official rules, a character who found a tome of clear thought to increase his Intelligence by +1 (a +1 inherent bonus), and who later bought a tome to increase his Intelligence by 4 (a +4 inherent bonus), would end up with a +4 inherent bonus to Intelligence. In other words, the benefits of the original tome would be overlapped by those of the second. Under this variant rule, the two would stack, and the character would have a +5 inherent bonuses after reading both tomes.
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This allows powerful devils such a pit fiends to use their wish spell-like ability to grant inherent bonuses to their ability scores. However, you will also note that most of the entities presented in this book that could take advantage of this rule have not. This is because such creatures are wary of using such a powerful ability and then being without it when they may need it. As a general rule, when calculating the wealth of a creature that has used its wish spell-like ability to increase its ability scores, count each inherent bonus as having cost the creature 13,750gp. This is half the listed cost of a tome or manual that would grant a +1 inherent bonus to a score; reducing the wealth of the creature in this fashion helps to keep its challenge rating in line, particularly for those who generate wealth for creatures by assigning items and so forth that will augment the creature’s powers. Additionally, for creatures that have used wish to in-
crease their ability scores in a significant fashion, it is best to assume that they have no ready uses of wish available at the time of combat, unless wish is available to them more often than once per week. This illustrates that the creature is a wastrel, seeking immediate power with no thought for the future cost. From a mechanics point of view, it helps to keep the challenge rating within its proper frame.
Infernal Monsters and Templates You may have noticed that we have included a few familiar names in our list of Infernal Monsters and that the statistics for these old friends are a little different from what you’ve seen already. Why a revision? As you know, the Dungeons & Dragons TM game became 3.5 as of last year. One of the most notable of the changes was the revamping of the demons and devils. While we think
Table 4-5: Common Devils and Other Lawful Evil Fiends by Challenge Rating Devil
Challenge Rating
Source
Lemure
CR 1
Monster Manual
Imp
CR 2
Monster Manual
Nupperibo
CR 2
See below
Lemure X (Max HD)
CR 4
See below
Spinagon (spined devil)
CR 4
See below
Barbazu (bearded devil)
CR 5
Monster Manual
Imp, Ear of Hell (Max HD)
CR 5
See below
Kyton (chain devil)
CR 6
Monster Manual
Bezekira (hellcat)
CR 7
Monster Manual
Squamugon (scaly devil)
CR 7
See below
Erinyes
CR 8
Monster Manual
Kocrachon
CR 8
See below
Hierrmagon (hellsmith)
CR 9
See below
Osyluth (bone devil)
CR 9
Monster Manual
Narzugon
CR 10
See below
Hamatula (barbed devil)
CR 11
Monster Manual
Kyton, Chain Lord (Max HD)
CR 14
See below
Malebranche
CR 14
See below
Planetar, Fallen
CR 14
See below
Barregon (gate devil)
CR 15
See below
Cornugon (horned devil)
CR 16
Monster Manual
Erinyes, Glasya’s Elite (Max HD)
CR 17
See below
Gelugon (ice devil)
CR 17
See below
Hellcat, Ultrezekira (Max HD)
CR 17
See below
Pit fiend
CR 20
Monster Manual
Pit Fiend, Nessian
CR 29
See below
Malefircarim (hellspawn)
CR 33
See below
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most of the changes were necessary, some oddities did occur. First, the spell-like abilities for most of the demons and devils were drastically reduced from their third edition counterparts. Although we suspect that this reduction was intended to reflect the fact that many spell-like abilities are usable only once, perhaps twice in an encounter, this deteriorates the fact that many demons and devils are intended to be powerful, background villains. The pit fiend, for example, used to have unhallow, a spell that it would have little to no reason to cast during combat; however, such a spell makes sense for a powerful, supernatural leader of a cult who wants to reveal how nasty it is by completely desecrating an entire edifice. While the spell has little direct, in-combat importance, it does reflect the nature of the pit fiend. So, we have included a Dicefreaks certified list of the spell-like abilities for each devil for whom we did not provide Dicefreaks revised statistics. Second, we wanted to address the unexplained absence of the nupperibo. Present since first edition and filling an interesting role in second edition Planescape TM , the nupperibo was something of an iconic monster. Considering that we liked the suggestions offered in second edition’s Planescape TM regarding the metamorphosis nupperibos underwent, we wanted to incorporate this into 3.5. Now, one can see how these beings evolve into our versions of the first edition Styx devil/second edition amnizu. Referred to as the barregon, these critters now fill another challenge rating slot for devils. Third, we found the new 3.5 ice devil/gelugon just darn strange. The gelugon, for years considered the second most powerful common devil, was now under the horned devil/cornugon in terms of power. We still can’t figure out the rationale for this, particularly considering how third edition has made such an effort to maintain the “feel” of first edition. So, we decided to present a Dicefreaks-certified gelugon. Finally, despite the improvements of the monsters found in the Monster Manual, those that were found in other sources were not adjusted at all. Dicefreaks decided that in order to remedy this issue, we would provide new stat blocks for four of our favorite non-Monster Manual devils, the kocrachon, malebranche, narzugon, and spinagon. We hope you enjoy the hard work put into these revisions!
Dicefreaks Devil Spell-Like Abilities Barbazu: At will - command, desecrate, greater teleport (self plus 50 pounds), magic weapon, produce flame. These abilities are as spells cast by a 12th level sorcerer (save DC 10 + spell level). Cornugon: At will - animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, greater teleport (self plus 50 pounds), magic circle against good, persistent image, produce flame, pyrotechnics, suggestion; 3/day - fireball, lightning bolt; 1/day - wall of fire. These abilities are as spells cast by a 15th level sorcerer (save DC 16 + spell level). Erinyes: At will - animate dead, charm monster, desecrate, greater teleport (self plus 50 pounds), invisibility, magic circle against good, major image, poly-
morph, produce flame, see invisibility, suggestion, unholy blight. These abilities are as spells cast by a 12th level sorcerer (save DC 15 + spell level). Hamatula: At will - animate dead, charm person, desecrate, doom, greater teleport (self plus 50 pounds), hold person, major image, produce flame, pyrotechnics, scorching ray (2 rays only), suggestion; 1/day - order’s wrath, unholy blight. Caster level 12th; DC 14 + spell level. Imp: At will – detect good, detect magic, invisibility (self only); 3/day - greater teleport (self plus 50 pounds); 1/day – suggestion. Caster level 6th; DC 12 + spell level. Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Osyluth: At will - animate dead, charm person, dimensional anchor, doom, fly, greater teleport (self plus 50 pounds), invisibility, major image, wall of ice. 1/daycone of cold Caster level 12th; DC 12 + spell level. Pit Fiend: At will - animate dead, blasphemy, charm monster, create undead, desecrate, detect good, detect magic, fireball, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds), magic circle against good, mass hold monster, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 1/day - meteor swarm, symbol of pain. Caster level 18th; DC 18 + spell level. Once per year a pit fiend can use wish as the spell (caster level 20th).
Barregon (Gate Devil) Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 15d8+75 (142 hp) Initiative: +11 (+7 Dexterity, +4 Improved Initiative) Speed: 30 ft., fly 90 ft. (average) Armor Class: 32 (+7 Dexterity, +15 natural), touch 17, flat-footed 25 Base Attack/Grapple: +15/+21 Attack: Infernal touch + 21 melee touch (2d4 plus 1 Wisdom and fatigue) Full Attack: 2 infernal touches +21 melee touch (2d4 plus 1 Wisdom and fatigue) and 2 wings +16 melee (1d6+3) and 1 bite +16 melee (1d10+3) Space/Reach: 5 ft./5 ft. Special Attacks: Amnesia touch, fatigue touch, fear aura, spell-like abilities, summon devils Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 27, sealed mind, telepathy 100 ft. Saves: Fort +14, Ref +16, Will +18 Abilities: Str 22, Dex 25, Con 20, Int 18, Wis 24, Cha 18 Skills: Balance +17, Bluff +19, Concentration +20, Diplomacy +13, Disguise +4 (+6 when acting), Escape Artist +17, Gather Information +16, Hide +17, Intimidate +21, Knowledge (arcana) +19, Knowledge (local - Nine Hells of Perdition) +14, Knowledge (nature) +6, Knowledge (the planes) +19, Listen +19, Move Silently +17, Profession (sailor) +18, Search
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+19, Sense Motive +17, Spellcraft +21, Spot +24, Survival +22 (+24 on another plane, +24 when tracking), Use Rope +7 (+9 with bindings). Feats: Alertness, Improved Initiative, Iron Will, Quicken Spell-like Ability (acidball), Quicken Spelllike Ability (major image), Quicken Spell-like Ability (suggestion) Environment: Stygia, Fifth of the Nine Hells of Perdition Organization: Solitary, team (2-4), or troupe (1-2 gate devils, 1-6 hamatulas, 2-8 black squamugon, and 1-10 lemures) Challenge Rating: 15 Treasure: Standard coins; double goods; standard items Alignment: Always Lawful Evil Advancement: 16-30 HD (Medium); 31-45 HD (Large) Near the portal that will send you home is a horribly deformed creature held aloft by black, buzzard-like wings. Although roughly the height of a small man, the thing’s abnormally large head is dominated by a huge mouth, with crocodilian teeth jutting from its lips. Small, dead white eyes peer from the sickly, mustard colored scaly flesh. The stunted body is covered in immaculate, damp robes that conceal everything save its hands. Bearing long, dexterous, clawed fingers, the hands are encased in a throbbing, greenish aura. The creature gurgles obscenely as it launches itself towards you. Barregons are among the least well known of the more powerful devils that mar the horrible landscape of Hell. Ranking slightly higher in station than cornugons, barregons are the defenders of Hell’s many gates and portals. In particular, barregons monitor and patrol the River Styx as it winds its way through The Pit. In their hands are the keys to escape Hell… or suffer within The Pit for all eternity. Of the greater common devils, barregons are those most frequently summoned to the Prime Material Plane. Due to their great power, these devils are capable of accomplishing a great deal for a conjurer strong enough to control them. However, such situations are only a pasttime for a barregon who uses its temporary “servitude” to infiltrate the unsuspecting world in which it is imprisoned. A barregon stands about 5’5” and weighs about 300 pounds. Barregons speak Infernal, Celestial, Common, and Draconic. Combat A barregon is usually more interested in subduing adversaries in order to take them back to Hell for ob-
scene torture sessions. It takes a lot, like certain death or the direct orders of a higher ranking devil, for a barregon to use lethal attacks. A barregon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction. Amnesia Touch (Su): A guardian of the gates and water-ways of the Nine Hells of Perdition, the barregon has learned to manipulate the foul energies of the River Styx. 3/day, a barregon can channel its feeblemind power through its infernal touch as a free action. The victim must succeed a Will save DC 21 or succumb to the effects of feeblemind as the spell as though cast by a 15th level caster. Fatigue Touch (Su): To further enhance its role to bar the gates and water-ways of Hell from intruders, the barregon’s touch causes fatigue in those that fail a Fortitude saving throw DC 21. The save DC is Charismabased. Fear Aura (Su): A barregon can radiate a 5-footradius fear aura as a free action. A creature in the area must succeed on a DC 21 Will save or be affected as though by a fear spell as cast by a 15th level caster. A creature that successfully saves cannot be affected again by the same barregon’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charismabased. Metamorphosis: A barregon that is allowed to advance beyond 39 HD begins to mutate and evolve into a greater creature. At 45 HD, a barregon is due to transform into a malefircarim, although this does not necessarily happen immediately upon advancing to this level of Hit Dice. See table 4-6: Metamorphosis of the Barregon by Hit Dice to determine what level of mutation the barregon possesses. Regeneration (Ex): A barregon takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor. Sealed Mind (Ex): As the guardian of the River Styx, a barregon possesses an innate immunity to the river’s memory sapping powers. A barregon is immune to any effect that would damage, drain, or otherwise harm its Intelligence, Wisdom, or Charisma scores. Spell-like Abilities (Sp): At will - analyze portal, animate dead, charm person, desecrate, detect good, detect magic, dispel magic, feeblemind, greater invisibility, greater teleport (self plus 50 pounds only), hold monster, knock, magic circle against good, major image, suggestion; 3/day - dimensional anchor, acidball (as fireball), force cage, polymorph, sending, trap the soul, wrack; 1/day - imprisonment, improved portal alarm, mass hold monster, plane shift, seal portal. These abilities are as spells cast by a 15th level sorcerer (save DC 14
Table 4-6: Metamorphosis of the Barregon by Hit Dice Barregon Hit Dice
Metamorphosis Effect
40 HD
Nondetection, Intelligence +4, Charisma +4, natural armor +8
41 HD
Hit point per Hit Dice increase (5), immune to mind-affecting effects
42 HD
Intelligence +4, Charisma +4, natural armor +8, hit point per Hit Dice increase (6)
43 HD
Immune to polymorphing and form-altering attacks, hit point per Hit Dice increase (7)
44 HD
True seeing, two claw attacks (3d6), maximum hit points per Hit Dice
45 HD
Metamorphosis into a malefircarim (hellspawn)
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+ spell level). Summon Devils (Sp): Once per day, a barregon can attempt to summon 2d10 lemures or 1d6 squamugons with a 50% chance of success, or 1d4 hamatulas or another barregon with a 35% chance of success. This ability is equivalent to a 5th level spell.
Erinyes, Max HD (Glasya's Elite) Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 27d8+189 (310 hp) Initiative: +16 (+8 Dexterity, +8 Superior Initiative) Speed: 30 ft., fly 50 ft. (good) Armor Class: 39 (+6 armor, +8 Dexterity, +11 natural, +4 deflection), touch 22, flat-footed 31 Base Attack/Grapple: +27/+35 Attack: +3 keen dagger of wounding +38 melee (1d4+11 plus 1 Con/19-20) or Glasya's Garrote +40 ranged (entangle) Full Attack: +3 keen dagger of wounding +38/+33/ +28/+23 melee (1d4+11 plus 1 Con/19-20) or Glasya's Garrote +40 ranged (entangle) Space/ Reach: 5 ft. /5 ft. Special Attacks: Entangle, spell-like abilities, summondevils Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 29, telepathy 200 ft., true seeing. Saves: Fort +22, Ref +23, Will +21 Abilities: Str 27, Dex 27, Con 25, Int 20, Wis 22, Cha 29 Skills: Balance +12, Bluff +43, Concentration +37, Diplomacy +51, Disguise +43, Escape Artist +38, Gather Information +53, Hide +38, Intimidate +17, Jump +12, Knowledge (Arcana) +35, Listen +36, Move Silently +38, Perform (any) +13, Sense Motive +36, Spot +36, Survival +6, Tumble +38, Use Rope +8 (+11 with bindings) Feats: Combat Expertise, Dodge B, Greater Spell Focus (Enchantment), Improved Combat Expertise, Improved Initiative, Mobility B, Quicken Spell-like Ability (invisibility), Spell Focus (Enchantment), Spring Attack Epic Feats: Epic Reputation, Epic Skill Focus (Gather Information), Superior Initiative Environment: Dis, Second of the Nine Hells of Perdition Organization: Solitary, pair, or team (Elite plus 2d4 regular erinyes) Challenge Rating: 17 Treasure: Double Standard Alignment: Lawful Evil Advancement: N/A Glasya's Elite. Eighteen of the most powerful erinyes in Hell, gathered for one purpose under its Princess: to make disciples of all nations. Each member of the elite has been assigned to a different world upon the Prime, and ordered to bring it under Hell's control. Once their task is complete, Glasya will be able to present to her father proof that she is the only heir he needs. Each member of the Elite has been given leeway in accomplishing their missions; only success is important. To that end, some have formed cults, others spark revolution, and there is talk of one who caused a thousand
kings to go to war over her, claiming the souls of all who died in her name. No matter how they accomplish their goal, Glasya will ensure the harvest of souls they reap is a glorious one. The members of the Elite have differing appearances: neither build, nor hair color, nor skin colors are identical. However, all are ravishing beauties whose very presence can send men into frenzy. All of them are skilled in carnal pleasure, and take fornication to the heights of depravity. Even among the Courtiers of Perdition their charms are potent; a member of the Elite can expect help from nearly any Duke or devil in Hell, should she ask. Entangle (Ex): Members of Glasya's Elite carry a 50 foot long cord of razor wire known as Glasya’s Garrote. This entangles opponents of any size as an animate rope spell cast by a 27th level sorcerer, and can be hurled by the Elite up to 30 feet with no range penalty. Entangled opponents take 3d8+5 points of damage every round. This damage is doubled if they struggle in any fashion, such as attempting an Escape Artist check or strength break check. Glasya's Garrote has a +5 magical enhancement to attack and damage. Spell-like Abilities: At will - animate dead, charm monster, desecrate, greater teleport (self plus 50 pounds only), invisibility, magic circle against good, major image, polymorph, produce flame, see invisibility, suggestion, and unholy blight. Caster level 27th; DC 19+spell level (21+spell level for enchantment) Summon Devils (Sp): Thrice per day, a member of Glasya’s Elite may attempt to summon 6d8 lemures or 1d8 bearded devils with a 70% chance of success. These devils may have twice their standard HD. True Seeing (Su): An Elite constantly uses true seeing as per the spell. Caster level 27th. Possessions: A typical member of Glasya's Elite wears bracers of armor +6 and a ring of protection +4. A member also usually carries a +3 keen dagger of wounding.
Fallen Planetar Large Outsider (Evil, Fallen, Lawful, Extraplanar) Hit Dice: 14d8+70 (133 hp) Initiative: +9 (+5 Dexterity, +4 Improved Initiative) Speed: 30 ft. fly 90 ft. (good) Armor Class: 33 (+5 Dexterity, +19 natural, -1 size), touch 13, flat-footed 28 Base Attack/Grapple: +14/+26 Attack: +3 greatsword +26 melee (3d6+18/19-20) or slam +23 melee (2d8+15) Full Attack: +3 greatsword +26/+21/+16 melee (3d6+18/19-20) or slam +23 melee (2d8+15) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Change shape, cursed, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, low-light vision, magic circle against good, regeneration 10, see in darkness, spell resistance 28, telepathy 100 ft, teleport. Saves: Fort +14 (+18 vs petrification), Ref +14, Will +14 Abilities: Str 30, Dex 20, Con 20, Int 22, Wis 21, Cha 22 Skills: Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25 (+23 with good creatures), Escape Artist +22, Hide +18, Intimidate +25, Listen
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+22, Move Silently +22, Sense Motive +22, Search +23, Spot +22, Use Rope +5 (+7 with bindings) Feat: Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack Environment: The Nine Hells of Perdition Organization: Solitary or pair Challenge Rating: 14 Treasure: No coins; double good; standard items Alignment: Always Evil (any) Advancement: 15-21 HD (Large); 22-42 HD (Huge) There are few things more terrifying to behold than a fallen planetar. Having fallen from so high, planetars know full well what their pride and evil have caused them to lose, but it is this very same pride and evil that keeps them from returning to the Realms Above. Now dedicated foes of all that is good and pure, fallen planetars find solace in leading their own personal campaigns against the forces of light. While some have found a place in the Nine Hells and lead legions of devils against angels and demons alike, others rail against holiness on their own, gathering mortal warriors on the Prime where they pose as gods and topple entire nations. Fallen planetars still bear the hugely muscled form of a tall human. Now, however, their skin resembles that of burning magma and tremendous vulture-like wings sprout from their backs. Burning red eyes glare from under their bald heads and spines tend to line their joints. Flames often explode from their mouths as they speak, revealing the anger and hatred that eternally burns in their hearts. Combat Fallen planetars still value melee combat and eagerly wade into battle against foes. Above all adversaries, fallen planetars prefer destroying angels that did not yield to temptation. Magic Circle against Good (Su): A magic circle against good always surrounds a fallen planetar (caster level 14th). The defensive benefits of the magic circle have not been included in the statistics block. Regeneration: A fallen planetar takes damage from good-aligned weapons and from spells and effects with the good descriptor. Spell-like Abilities: At will - bestow curse, contagion, continual flame, death knell, dispel magic, fear, greater invisibility (self only), greater teleport (self plus 50 pounds only), speak with dead, unholy blight; 3/day blade barrier, flame strike, power word stun, slay living, waves of fatigue; 1/day - destruction, earthquake, mass charm monster, shapechange, waves of exhaustion. Caster level 14th (save DC 16 + spell level). Detect good is always active on the fallen planetar’s person as a spell cast by a 17th level caster. It can be dispelled, but the fallen planetar can reactivate it as a free action on its turn. Spells: Fallen planetars cast arcane spells as a 10th level sorcerer (caster level as a 17th level sorcerer). Telepathy (Su): A fallen planetar can communicate telepathically with any creature that has a language within 100 feet. This ability is always active. Teleport (Sp): A fallen planetar can use greater teleport at will, as the spell, except that the creature can transport only itself and up to 50 pounds of objects.
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Fallen Angel Template Angels, despite being the embodiment of holiness and virtue in the cosmos, are not infallible. As each strives to promote the cause of righteousness on behalf of the Sarim or various goodly deities, each is regularly confronted by temptations. Everything from greed and lust, to envy and pride threatens the integrity of the angel. Although the vast majority never yields to temptation, there are those who, for whatever reason, succumb to some fatal flaw and fall from grace. These are the fallen angels. The greatest number of fallen angels are known to have appeared during the earliest hours of the Prime Material. They were cast out of the Realms Above by the Sarim for their pride, wickedness, and abuse of mortal creatures. However, the greatest fallen angels were cast down after mortals populated countless worlds. Known as The Great Fall, this tribulation saw the likes of Belial, Eblis, and Beelzebul cast out of the Lights from on High and into the Depths Below. Although some of the better known fallen angels became terrible powers of Evil, most disappeared into obscurity, nursing their hatred against their former master and the mortals that infest the Prime even as they wallow in self-pity and despair, too proud to sincerely ask for forgiveness. Creating a Fallen Angel “Fallen Angel” is a template that can be added to any Outsider bearing the Extraplanar and Good sub-types (referred to hereafter as the “base creature”). The creature’s sub-type changes to Evil and the creature may also assume either a Law (for diabolical) or Chaotic (for demonic) sub-type in its descriptor depending on its ethical alignment. It gains the Fallen subtype; this replaces any angelic choir subtype of the base creature. It uses all the base creature’s statistics and special abilities except as noted here. Speed: There is a 33% chance that the fallen angel loses its wings and the ability to fly. Furthermore, most angels that retain their wings (66%) experience cosmetic changes in their wings; in some cases, the wings become bat-like, vulture-like, or constantly molt. Special Attacks: The fallen angel loses access to much of its spell-casting ability. As it is no longer part of the Celestial Choir, the fallen angel replaces all spelllike abilities bearing the Good descriptor with Evil counterparts. Thus, a fallen planetar would no longer retain the ability to cast holy smite, replacing it with unholy blight. Aside from detect evil (which becomes detect good), fallen angels lose access to any permanent spelllike effects. Fallen angels also completely lose access to any spell-like abilities with the Healing descriptor; if there is a reasonable Necromantic replacement of the same level, the fallen angel acquires it. The fallen planetar described above lost access to lesser restoration, remove disease, raise dead, and greater restoration and replaced these spell-like abilities with death knell, contagion, slay living, and destruction. Furthermore, if the fallen angel had the ability to cast divine spells as a cleric, druid, ranger, or paladin, much of this power is drastically reduced. A fallen angel immediately loses 7 levels of innate spellcasting ability. If this would reduce the ability to 0 or less levels, the ability is completely gone (although advancement can allow this ability to return, subject to the penalty described
above). There is a 50% chance that the ability will be replaced by innate arcane spellcasting; such an alteration still suffers the loss of levels described above. Only the fallen’s spell access level suffers this penalty; the caster level remains the same. Thus a solar with a 17th level cleric spellcasting would be reduced to 10th level cleric spellcasting in terms of access to spells, though it would still be treated as a 17th level caster for the purpose of overcoming spell resistance, spell variables, and so forth. A fallen retains access to the same number of domains, but these are changed to more appropriate ones. The Depths Below offer Chaos, Destruction, Evil, Law, Trickery and War as general choices. Swearing fealty to a specific dark lord may allow access to other domains. The Good, Healing and Protection domains are always lost. Special Qualities: The fallen angel loses any angelic choir traits. It replaces them with the traits of the fallen subtype, as detailed below: • Darkvision out to 60 feet, and low-light vision. • Immunity to poison, and one of acid, electricity or fire. • +4 racial bonus on saves against petrification. • Magic Circle against Good (Su): A magic circle against good always surrounds a fallen (caster level equals the fallen’s Hit Dice). • Teleport (Sp): Fallen can use greater teleport at will, as the spell, except that the creature can transport only itself and up to 50 pounds of objects (caster level equals the fallen’s Hit Dice). • Telepathy (Su): All fallen can communicate with any creature that has a language within 100 feet. This ability is always active. • Cursed (Ex): Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks. • In the case of any other qualities not replaced as a result of losing the various choir traits and gaining fallen traits, replace any instances relating to good with the opposite. For example, damage reduction would lose the evil qualifier (since this is appropriate for good creatures) and gain the good qualifier instead. In the case of regeneration, where evil weapons or spells previously dealt lethal damage, this would be replaced by good weapons or spells. Saves: Same as the base creature. Abilities: All fallen angels suffer a -2 penalty to their Wisdom; however, all gain a +2 bonus to any one ability of choice save Wisdom. Skills: Same as the base creature, adjusted for ability score changes. Feats: Same as the base creature. Challenge Rating: -2 Alignment: Always evil (any) Advancement: Same as the base creature.
Gelugon (Ice Devil) Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 16d8+128 (200 hp) Initiative: +11 (+7 Dexterity, +4 Improved Initiative) Speed: 40 ft.
Armor Class: 37 (+7 Dexterity, +21 natural, -1 size), touch 16, flat-footed 30 Base Attack/Grapple: +16/+32 Attack: +3 cold iron spear of freezing burst +30 melee (2d6+21+1d6 (cold) and slow 19-20/x3 +1d10 (cold)) or claw +27 melee (1d10+12) Full Attack: +3 cold iron spear of freezing burst +30/ +25/+20/+15 melee (2d6+21+1d6 (cold) and slow 1920/x3 +1d10 (cold)) and bite +25 melee (2d6+6 plus disease) and tail +25 melee (3d6+6 and slow) or 2 claws +27 melee (1d10+12) and bite +25 melee (2d6+6 plus disease) and tail +25 melee (3d6+6 and slow) Space/Reach: 10 ft. /10 ft. Special Attacks: Disease, fear aura, slow, spell-like abilities, summon devils Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to cold, fire and poison, regeneration 5, resistance to acid 10, see in darkness, spell resistance 29, telepathy 100 ft. Saves: Fort +18, Ref +17, Will +17 Abilities: Str 35, Dex 25, Con 26, Int 24, Wis 24, Cha 24 Skills: Bluff +26, Climb +31, Concentration +27, Diplomacy +30, Disguise +7 (+9 acting), Intimidate +28, Jump +35, Knowledge (any three) +26, Listen +26, Move Silently +26, Search +26, Sense motive +26, Spellcraft +26, Spot +26, Survival +7 (+9 tracking) Feats: Cleave, Combat Reflexes, Improved Critical (spear), Improved Initiative, Multiattack, Power Attack Environment: The Nine Hells of Perdition. Organization: Solitary, team (2-4), squad (6-10) or troupe (1-2 gelugon, 7-12 barbazu, and 1-4 osyluth) Challenge Rating: 17 Treasure: Standard coins, double goods, standard items Alignment: Always Lawful Evil Advancement: 17-32 HD (Large), 33-48 HD (Huge) Fear Aura (Su): A gelugon can radiate a 10 foot radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by the same gelugon’s aura for 24 hours. Other devils are immune to the aura. The save is Charisma based. Disease (Ex): A creature struck by a gelugon's bite attack must succeed on a DC 26 Fortitude save or be infected with a disease known as frigid ravaging. (incubation period 1day; initial damage 1d6 Constitution, secondary damage 1 point Constitution drain) The save is Constitution based. Regeneration (Ex): A gelugon takes normal damage from good-aligned silver weapons, and from spells and effects with the good descriptor. Slow (Su): A hit from a gelugon’s tail or spear induces mind-numbing cold. The opponent must succeed in a Fort save DC 26 or be affected as though by a slow spell for 1d6 rounds. The save is Constitution based. Spell-like Abilities: At will - animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, fog cloud, greater dispel magic, greater teleport (self plus 50 pounds), ice storm, magic circle against good, obscuring mist, persistent image, polymorph, suggestion, unhallow, unholy aura, wall of ice.
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Caster level 16th; DC 17+spell level. Summon Devils (Sp): Once per day, the ice devil may attempt to summon 2d10 lemures or 1d6 bearded devils with a 75% chance, or 2d4 osyluths, 1d6 hamatulas or another gelugon with a 50% chance. This ability is equivalent to a 6th level spell. Possessions: A gelugon carries a +3 cold iron spear of freezing burst.
Hellcats, Maximum HD (Ultrezekira) Huge Outsider (Evil, Extraplanar, Lawful) Hit Dice: 24d8+216 (324 hp) Initiative: +7 Speed: 50 ft. Armor Class: 26 (+7 Dexterity, +11 natural, -2 size), touch 15, flat-footed 19 Base Attack/Grapple: +24/+44 Attack: Claw +34 melee (3d6+12+1 vile/19-20) Full Attack: 2 claws +34/+29/+24/+19 melee (3d6+12+1 vile/19-20) and bite +32 melee (4d8+6+1 vile) Space/ Reach: 15 ft. /10 ft. Special Attacks: Improved grab, pounce, rake (3d6+6+1 vile) Special Qualities: Damage reduction 10/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 29, spell-like abilities Saves: Fort +22, Ref +21, Will +17 Abilities: Str 35, Dex 25, Con 26, Int 14, Wis 16, Cha 14 Skills: Balance +34, Climb +37, Hide +26, Intimidate +29, Jump +57, Listen +34, Move Silently +38, Spot +30, Survival +30, Swim +37 Feats: Improved Critical (claw), Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Rapid Strike, Improved Toughness, Multiattack, Rapid Strike, Run, Track B, Vile Natural Attack Environment: Malbolge, Fifth of the Nine Hells of Perdition Organization: Solitary, pair, or pride (6-10) Challenge Rating: 17 Treasure: None Alignment: Lawful Evil Advancement: N/A The ultrezekira, sometimes known as the 'dire hellcat', roams the savage lands of Malbolge, hunting anything that moves. Its invisible nature allows it to sneak up on the unwary, and its vicious claws and fangs make quick work of its prey. Unlike normal hellcats, the ultrezekira possesses the ability to see in darkness as true devils do, via its devil's eye spell like ability. Improved Grab (Ex): An ultrezekira must hit with its bite attack to use this ability. It can then start a grapple as a free action. If it wins, it establishes a hold and can rake. Pounce (Ex): If an ultrezekira charges, it can make a full attack. Invisible in Light (Ex): An ultrezekira is invisible in any lighted area lit enough for a human to see. In darkness it shows up as a faint outline up to 30 feet away (60 ft. for low light vision). Magical darkness smothers this glow. Spell-like Abilities: At will - devil's eye, greater teleport (self plus 50 pounds only). Caster level 24th.
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Skills: Ultrezekira receive a +4 bonus on Listen and Move Silently checks.
Hierrmagon (Hellsmith) Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 12d8+60 (114 hp) Initiative: +5 Speed: 40 ft. Armor Class: 26 (+5 Dexterity, +12 natural, -1 size) touch 14, flat-footed 21 Base Attack/Grapple: +12/+24 Attack: Masterwork warhammer +20 melee (2d6+8/x3) Full Attack: Masterwork warhammer +20/+15/+10 melee (2d6+8/x3), 3 masterwork warhammers +20 melee (2d6+4/x3) Space/reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, summon devils Special Qualities: Damage reduction 10/good or silver, darkvision 60 ft., eldritch smithing, immunity to fire and poison, quick creation, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft. Saves: Fort +13, Ref +13, Will +11 Abilities: Str 27, Dex 20, Con 21, Int 18, Wis 16, Cha 10 Skills: Appraise +19 (+21 when dealing with metals), Bluff +15, Concentration +20, Craft (armorsmithing) +26, Craft (weaponsmithing) +26, Disable Device +19, Listen +10, Knowledge (metallurgy) +19, Sense Motive +18,Spellcraft +19, Spot +11, Use Magic Device +15 (+17 with scrolls) Feats: Craft Magic Arms and Armor, Multiweapon fighting, Skill Focus {Craft (armorsmithing)}, Skill Focus {Craft (weaponsmithing)}, Craft Wondrous Item Environment: Avernus, First of the Nine Hells of Perdition Organization: Solitary (with 1-4 bearded devil guards), pair (with 2-8 beaded devil guards), or guild (5-10 hierrmagons, 4 barbed devils, 2-12 bearded devils) Challenge Rating: 9 Treasure: Standard Alignment: Always Lawful Evil Advancement: 13-24HD (Large), 25-36 HD (Huge) This four armed, bronze colored creature stands 9 feet tall. It holds massive hammers in all of its four hands. With an oddly beautiful rhythm, it alternates each arm as it strikes the red, hot metal before it. Sulfurous smoke billows from its gaping maw, which is lined with cruel pointed fangs. A pair of curving horns crowns its head, while a long, thick tail drags behind it. Magma bubbles from its flared nostrils when the creature notices you, and it advances with sudden speed, each arm poised to strike. The hierrmagon is the armorer of Hell. It endlessly toils at its forge, churning out weapons for the Blood War. As such, one is almost never summoned to the Mortal Coil (and woe betide those who do attempt to take one away from its work.) With the help of the Soul Forges, it creates magical weaponry for the elite of Perdition’s society from the spirits of damned mortals. Combat If a hierrmagon is actually involved in combat, which
is rare, it immediately summons more devils and uses its “buff” spells before wading into combat with its hammers. If it is pressed, it will use mage’s sword to add to its already impressive amount of attacks. Finally, if it looks as if the tide has turned against the hierrmagon, it will use summon monster spells to add even more combatants to the fray before teleporting away. Eldritch Smithing (Su): The hierrmagon is capable of creating magical items. It has an effective caster level equal to its HD. It can use its spell-like abilities as the prerequisites for special item abilities. A hierrmagon must still have access to the proper spells in this manner or from scrolls to create magical items. A hierrmagon must still possess the proper feats to create magical items. Hierrmagons with 21 or more Hit Dice may take epic Item Creation Feats. Gold and XP costs are not reduced for the hierrmagon, although most work with a Soul Forge. Quick Creation (Ex): Because of its 4 arms, a hierrmagon is capable of producing items at a much faster rate than normal. Its Craft checks to determine progress per day are done in silver pieces rather than copper, and its checks per week are done in gold pieces rather than silver. This has no effect on time spent enchanting weapons. Spell-like Abilities: At will - greater teleport, scorching ray (3 rays); 3/day - bull's strength, fireball, keen edge, mage armor, resist energy, resistance, shield; 1/day - mage’s sword, order’s wrath, summon monster VI, unholy blight. Caster level 12th; DC 10 + spell level. Summon Devils (Sp): Once per day, a hierrmagon can attempt to summon 2d4 bearded devils with a 60% chance of success. This is equivalent to a 5th level spell. Skills: A hierrmagon receives a +4 racial bonus on all Craft checks dealing with metal. Feats: In combination with its natural abilities, a hierrmagon's Multiweapon Fighting feat allows it to attack with all of its arms at no penalty.
Treasure: None Alignment: Lawful Evil Advancement: N/A Even among the elite of infernal society there exists the lowly, those who are beyond notice. The imps are such creatures. Not even considered worthy of the name “devil,” these lowly creatures are forced to make their own way through Hell. The Ears of Hell are those imps who have managed to find a powerful patron among the Courtiers of Perdition, and they strive to make their wretched lives somehow worthwhile to that master, in the hopes of great reward. The Ears of Hell are in constant competition with spinagons, which have the advantage of being devils true. Even so, the Ears often manage to make themselves useful. Since they are not bound by the same laws that govern actual devils, they can make their abusive presence known on the Prime much easier. Many an Ear has become an infernal spy upon a foolhardy mage that desired a familiar. And so the Ears shuttle information back to their dread masters in Perdition, keeping them informed of the happenings of the Prime Material. Poison (Ex): Initial damage 1d4 dexterity, secondary damage 2d4 dexterity. DC 20 negates. The save DC is Constitution-based, and includes a +2 racial bonus. Spell-like Abilities: At will - detect good, detect magic, invisibility; 3/day - greater teleport (self plus 50 pounds only); 1/day - suggestion. Caster level 9th; DC 13 + spell level. 1/week- commune (6 questions). Caster level 12th. Alternate Form (Su): An Ear of Hell may assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself, except that the Ear does not regain hit points for changing form, and an individual Ear can only assume up to 5 different forms, no larger than Large in size. Common forms include small humanoids, dire wolves, dire boars, rats, ravens, and monkeys.
Imp, Max HD (The Ears of Hell) Tiny Outsider (Evil, Extraplanar, Lawful) Hit Dice: 9d8+18 (58 hp) Initiative: +10 (+6 Dexterity, +4 Improved Initiative) Speed: 20 ft., fly 50 ft. (perfect) Armor Class: 23 (+6 Dexterity, +5 natural, +2 size), touch 18, flat-footed 16 Base Attack/Grapple: +9/+2 Attack: Sting +17 melee (1d4+1 and poison) Full Attack: Sting +17 melee (1d4+1 and poison) Space/ Reach: 2 ½ ft. /0 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Alternate form, darkvision 60 ft., damage reduction 5/good or silver, fast healing 2, immunity to poison, resistance to fire 5. Saves: Fort +8, Ref +12, Will +8 Abilities: Str 13, Dex 23, Con 14, Int 13, Wis 15, Cha 16 Skills: Bluff +15, Diplomacy +17, Gather Information +15, Hide +26, Listen +14, Move Silently +18, Sense Motive +14, Spellcraft +13, Spot +14 Feats: Flyby Attack, Improved Initiative, Virulent Poison, Weapon Finesse Environment: The Nine Hells of Perdition Organization: Solitary Challenge Rating: 5
Kocrachon Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 9d8 + 36 (76 hp) Initiative: +10 (+6 Dexterity, +4 Improved Intitiative) Speed: 30 ft., fly 60 ft. (good) Armor Class: 24 (+6 Dex, +8 natural) touch 16, flatfooted 18 Base Attack/Grapple: +9/+12 Attack: Bite +15 melee (2d4+3 and poison) Full Attack: Bite +15 melee (2d4+3 and poison) and 2 claws +10 melee (1d6+1 and pain) Space/Reach: 5 ft. /5 ft. Special Attacks: Flense, pain touch, poison, spell-like abilities, summon devils Special Qualities: Damage reduction 5/good, darkvision, immunity to fire and poison, resistance to acid 10 and cold 10, sadism, see in darkness, spell resistance 20, talented torturer, telepathy 100 ft. Saves: Fort +10, Ref +12, Will +8 Abilities: Str 16, Dex 23, Con 19, Int 17, Wis 14, Cha 17 Skills: Bluff +17, Craft (drug) +15, Craft (poisonmaking) +15, Escape Artist +16 (+18 ropes), Heal +14, Hide +13, Intimidate +20, Listen +14, Move Silently +13, Sense Motive +14, Spot +14, Use Rope +18 (+20 bindings)
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Feats: Improved Initiative, Persuasive, Skill Focus (Intimidate), Weapon Finesse Environment: The Nine Hells of Perdition Organization: Solitary or team (4-9) or squad (3 kocrachons, 2d4 barbazu, and 2d8 lemures) Challenge Rating: 8 Treasure: Double Standard Alignment: Lawful Evil Advancement: 10-18 HD (Medium), 19-27 HD (Large)
+3 profane bonus to Intimidate checks made in conjunction with torture equipment and to the Escape Artist DC set by the equipment. It also has great control over the amount of damage it deals with such devices. A kocrachon can decrease the damage dealt by a device to the absolute minimum, or increase the damage by 150%. The choice for either is made before the application of the torture device that round.
Combat A kocrachons is a notorious coward, preferring to allow others to subdue its foes rather than risk itself. A kocrachon typically begins battle with hold monster and attempts to incapacitate as many foes as possible. It avoids getting drawn into melee combat, using its greater teleport ability to stay out of reach. A kocrachon immediately summons a squad of barbazu if it is outnumbered, is not sure of its foes’ capabilities, or if the fight begins to go against it. Only in the presence of and under orders from greater devils will a kocrachon willingly engage in physical combat. Flense (Ex): A kocrachon can strip the flesh from a victim who is helpless. Using its proboscis, it peels away the skin, causing the victim to suffer 1 negative level. This process takes one minute to complete, if the kocrachon is interrupted at any point during the flensing, the victim instead takes 1 point of Constitution damage. Fleshcraft (Ex): A kocrachon can actually alter the physical and spiritual makeup of its victims. Fleshcraft requires one hour of uninterrupted work for the kocrachon. The victim must be rendered helpless the entire time and receives a Fortitude save DC 18 to resist the transformation. A kocrachon can turn its victims into any devil or fiendish animal that does not exceed the kochrachon’s hit dice or the victim’s hit dice (which ever is lower). An altered victim gets a Will save DC 17. If successful, the change only lasts a number of days equal to the kocrachon's spell-like ability caster level. If failed, the change is permanent. Pain Touch (Su): A kochrachon’s touch causes agony. A victim must succeed on a DC 18 Fortitude save or be stunned for one round from pain. The kocrachon can use this attack in conjunction with its claw attack or separate as a melee touch attack that deals no damage. The save is Constitution-based. Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Wisdom, secondary damage 2d6 Wisdom. The save DC is Constitution-based. Sadism (Ex): For every 10 points of damage a kocrachon deals in a round, it gains a +1 profane bonus to attack rolls, saving throws and skill checks the next round. Spell-like Abilities: At will – animate dead, contagion (may be administered as part of a bite attack), cure moderate wounds, deathwatch, desecrate, detect good, greater teleport (self plus 50 pounds of objects only), hold monster, inflict moderate wounds, liquid pain*, magic circle against good, minor image, suggestion, wither limb*, wrack*; 1/day - symbol of pain. Caster level 9th, save DC 13 + spell level. *From Book of Vile Darkness Summon Devils (Sp): Twice per day, a kocrachon can summon 1d4 barbazu or another kocrachon with a 50% chance of success. This ability is the equivalent of a 4th level spell. Talented Torturer (Ex): A krocrachon receives a
Kyton, Max HD (Chain Lords)
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Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 24d8+144 (252 hp) Initiative: +9 (+5 Dexterity, +4 Improved Initiative) Speed: 30 ft. Armor Class: 31 (+8 armor, +5 Dexterity, +8 natural), touch 15, flat-footed 26 Base Attack/Grapple: +24/+31 Attack: Chain +35 melee (2d4+10+1 vile/19-20) Full Attack: 2 chains +35 melee (2d4+10 +1 vile/1920) and 4 body chains +35 melee (2d4+10 +1 vile/19-20) Space/ Reach: 5 ft. /5 ft. (10 ft. with chains) Special Attacks: Dancing chains, unnerving gaze Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to cold, regeneration 6, spell resistance 26 Saves: Fort +20, Ref +19, Will +16 Abilities: Str 25, Dex 20, Con 23, Int 14, Wis 15, Cha 16 Skills: Appraise (metalworking) +33, Climb +34, Craft (blacksmithing) +45, Escape Artist +32, Gather Information +34, Intimidate +30, Jump +34, Knowledge (local - Minaruros) +29, Listen +29, Spot +29 Feats: Combat Expertise, Combat Reflexes, Improved Critical (chain), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Vile Martial Strike (chain), Weapon Focus (chain) Environment: Minauros, Third of the Nine Hells of Perdition Organization: Solitary, or gang (2-4) Challenge Rating: 14 Treasure: Standard Alignment: Lawful Evil Advancement: N/A Upon their death, those who live lives of greed and avarice often find themselves bound in chains of their own forging, becoming the devils known as kytons. The most powerful of these devils are known as the Chain Lords. The Chain Lords are the elite masters of Jangling Hiter, answering only to the Amir. Each pursues their own decadent path to wealth, but collectively they are the richest independent devils in Hell. All ultimately answer to the Archduke Mammon, of course, but he often is too busy to be bothered with false devils such as the kytons. Dancing Chains (Su): A Chain Lord can control up to twelve chains within 60 feet as a standard action, making them dance or move as he wishes. These chains can also grow up to 15 feet in length, and sprout vicious barbs and spikes with which to rend a foe. The chains under a Chain Lord's control attack as effectively as the devil itself. If a chain is in another creature's possession, it may attempt a DC 25 Will save to break the Chain
Lord's power over that chain. If the save is successful, the Chain Lord cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. Unnerving Gaze (Su): The Chain Lords can make their face resemble their foe's loved ones or enemies. This is a gaze attack with a range of 30 feet. Those who fail their saves (Will save DC 25) take a -4 penalty on attack rolls for the next 1d6 rounds. The save DC is Charisma-based. Regeneration (Ex): The Chain Lords take normal damage from good-aligned or silver weapons and from spells with the good descriptor. Possessions: A Chain Lord's chains have an enhancement bonus of +3. Furthermore, they wrap tightly around the Chain Lord's body, creating a makeshift form of armor. This functions as +3 chainmail with no maximum Dexterity bonus. This function only applies to the Chain Lord itself; other creatures attempting to wear the chains as armor find them no more than magical weapons.
Lemure, Max HD (Lemure X) Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 6d8+30 (57 hp) Initiative: +4 Speed: 20 ft. Armor Class: 23 (+4 Dexterity, +9 natural), touch 14, flat-footed 19 Base Attack/Grapple: +6/+10 Attack: Claw +10 melee (1d6+4) Full Attack: 2 claws +10 melee (1d6+4) Space/Reach: 5 ft. /5 ft. Special Attacks: Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, mindless, see in darkness Saves: Fort +11, Ref +9, Will +5 Abilities: Str 18, Dex 18, Con 18, Int -, Wis 11, Cha 5 Feats: Great Fortitude, Improved Natural Attack (claw), Improved Toughness Environment: The Nine Hells of Perdition Organization: Solitary , pair, gang (3-5), swarm (6-15), or mob (10-40) Challenge Rating: 4 Treasure: None Alignment: Lawful Evil Advancement: N/A The Lemure X is the most powerful of its doomed and tormented caste. Stronger, faster and tougher than the standard lemure, they are no more respected. Usually found only when summoned by a Duke of Hell, they also are used in the Blood War, as secondary infantry troops, following the waves of their lesser brethren. Mindless (Ex): Immunity to all mind affecting effects.
Malebranche Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 17d8+187 (263 hp) Initiative: +2 Speed: 40 ft., fly 120 ft. (average) Armor Class: 31 (+2 Dexterity, +21 natural, -2 size)
touch 10, flat-footed 29 Base Attack/Grapple: +17/+41 Attack: +1 axiomatic cold iron trident + 33 melee (3d6+25+1d6 (axiomatic)/19-20/x3) or claw +31 melee (2d8+16) Full Attack: +1 axiomatic cold iron trident +33/+28/ +23/+18 melee (3d6+24+1d6 (axiomatic)/19-20/x3) and bite +26 melee (3d8+8) or 2 claws +31 melee (2d8+16), bite +26 melee (3d8+8) and gore +26 melee (2d8+8) Space/ Reach: 15 ft. /15 ft. Special Attacks: Charge, fear aura, improved grab, supreme power attack Special Qualities: Damage reduction 10/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, regeneration 5, spell-like abilities, spell resistance 26, telepathy 100 ft. Saves: Fort +19, Ref +10, Will +7 Abilities: Str 42, Dex 15, Con 33, Int 10, Wis 9, Cha 10 Skills: Balance +4, Bluff +20, Climb +36, Diplomacy +22, Intimidate +22, Jump +22, Listen +19, Move silently +22, Spot +19, Tumble +22 Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (trident), Flyby Attack, Power Attack B, Weapon Focus (trident) Environment: The Nine Hells of Perdition Organization: Solitary, pair, or squad (2d8 malebranche and 1d4 cornugon leaders) Challenge Rating: 14 Treasure: Standard Alignment: Always Lawful Evil Advancement: 18-34 HD (Huge), 35-51HD (Gargantuan) Charge (Ex): In addition to normal benefits of a charge, a malebranche can make a single gore attack that deals triple damage. Fear Aura (Su): A malebranche can radiate a 15 foot radius fear aura as a free action. A creature in the area must succeed on a DC 18 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 malebranche’s aura for 24 hours. Other devils are immune to this effect. The save DC is Charisma based. Regeneration (Ex): A malebranche takes normal damage from good aligned or silver weapons, and from spells or effects with the good descriptors. Spell-like Abilities: At will - greater teleport (self plus 50 pounds only). Caster level 17th Supreme Power Attack (Ex): A malebranche gains a +2 damage bonus for every -1 penalty they take to their attack while using power attack. (Or +4 if using a two handed weapon) Possessions: A malebranche usually carries a huge +1 axiomatic cold iron trident as its weapon of choice.
Malefircarim (Hellspawn) Large Outsider (Abomination, Evil, Extraplanar, Lawful) Hit Dice: 45d8+405 (765 hp) Initiative: +16 (+8 Dexterity, +8 Improved Initiative) Speed: 80 ft., fly 240 ft. (perfect) Armor Class: 51 (+8 Dexterity, +34 natural, -1 size)
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touch 17, flat-footed 43 Base Attack/Grapple: +45/+62 Attack: Claw +57 melee (4d6+13) Full Attack: 2 claws +57 melee (4d6+13), bite +55 melee (4d8+6), 2 wings +55 melee (2d6+6), tail +55 melee (4d8+6) Space/reach: 10 ft./10 ft. Special Attacks: Fear aura, improved grab, Infernal Heir, spell-like abilities, summon devils Special Qualities: Abomination traits, blindsight 500 ft., damage reduction 20/epic, good, silver, darkvision 60 ft., divine immunities, immunity to fire and poison, Infernal Might, resistance to acid 25 and cold 25, regeneration 15, see in darkness, spell resistance 45, telepathy 1,000 ft. Saves: Fort +33, Ref +31, Will +34 Abilities: Str 37, Dex 26, Con 28, Int 35, Wis 26, Cha 29 Skills: Balance +14, Bluff +57, Concentration +57, Diplomacy +69, Disguise +57 (+63 when acting in character), Escape Artist +56, Gather Information +11, Hide +52, Intimidate +63, Jump +62, Knowledge (arcana) +60, Knowledge (history) +36, Knowledge (local - Hell) +36, Knowledge (nature) +18, Knowledge (the planes) +60, Knowledge (religion) +60, Listen +56, Move Silently +56, Search +60, Sense Motive +57, Spellcraft +66, Spot +56, Survival +56 (+62 on other planes, +62 when tracking), Tumble +62, Use Rope +8 (+14 with bindings) Feats: Awesome Blow, Cleave, Combat Reflexes, Corrupt Spell-Like Ability, Dark Speech, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (mass hold monster) Epic Feats: Blinding Speed, Epic Devotion (chaotic), Spell Stowaway (wish), Superior Initiative, Tenacious Magic (unhallow) Environment: The Nine Hells of Perdition Organization: Solitary or pair Challenge Rating: 33 Treasure: Standard Alignment: Always Lawful Evil Advancement: 46-60HD (Large), 61-75 HD (Huge), 76-90HD (Gargantuan) The hell-fire red creature before you rises to a full 15 feet, its great, bat-like wings spreading to fill the altar room. A look of utter contempt fills the handsome, yet diabolical face as the blazing red eyes burn into your soul. A pair of ebon horns crowns the bald head, while black talons adorn the slender fingers. A serpentine tail, tipped with a scaly tassel, dances behind the creature. An aura of divine might suddenly radiates from its form, joining the stench of brimstone and sulfur. Adjusting its black robes with a regal gesture, the creature raises an outstretched hand at you before a ball of flame bursts from its palm. The creature laughs - a sound from the depths of The Pit - and you glimpse fang-like teeth and acrid smoke within the mouth before the fire melts your eyes. There are only a scant few in the Realities Beyond who have encountered a malefircarim and lived to tell the tale. One of the most powerful creatures in Creation, the malefircarim (the singular form of “malefircareim”)
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is cloaked in mystery and fear. Countless cults and demagogues seeking to overthrow established governments can be traced back to one of these terrors. These monstrosities are the stuff of legends and this should come as no surprise as they are the direct spawn of The Overlord of Hell. Malefircareim, more commonly known as hellspawn, are the offspring of The Overlord. When the tyrannical member of the Circle of Three plummeted into the Depths Below, his fall not only created the Nine Hells of Perdition, but his blood merged with the young plane. From the foul, hissing liquid and the essence of the newly formed Hell rose the first malefircareim, the Children of The Devil. Most of these creatures would be destroyed by their father and each other well before the Dawn of the Gods and the Days of Antiquity. A few did survive, though. The eight strongest became the original Lords of the Nine. The balance was either locked away in Stygia or Cania, or fled into hiding deep within the recesses of Hell. Their true goals unknown, these few remaining maleficareim are individuals at war with their father, their siblings, and the rest of Creation as they seek nothing less that total and complete domination of the entire Cosmos. Malefircareim who reveal themselves to others tend to flee Hell, relocating in Acheron and sometimes Gehenna. Their vast intelligence and great charisma draws even the typically loyal pit fiend to their sides. Such malefircareim become terrible patrons of various tyrannical vices for those foolish mortals in the Prime, seeking to ascend into true divinity. Combat Each malefircarim is unique and fights in its own way. While some relish melee, others prefer to work from behind the walls of lackeys and servants, casting spell-like abilities on their distant foes. However, almost all malefircareim will call on their fear auras, and cast unholy aura and mass hold monster immediately upon initiating combat. Most are not afraid to use their wish ability if they find themselves risking defeat and few are so brave as to remain fighting when fleeing will ensure their survival. A malefircarim's natural weapons, as well as any weapon it wields, is treated as epic, evil, and lawful for the purpose of overcoming damage reduction. Abomination Traits: Malefircareim are treated as having Divine Rank 0. This gives them divine immunity to ability damage, ability drain, death from massive damage, energy drain, mind affecting effects, polymorphing, petrification and other form altering attacks. They are not subject to death from massive damage, and have maximum hit points per Hit Die. A malefircarim is immortal and cannot die from natural causes. It does not age, and does not need to eat, sleep, or breathe. The only way for a malefircarim to die is through special circumstances. Malefircareim are also immune to fire, and have resistance to acid 25 and cold 25. They are affected as by a nondetection spell with a caster level equal to their Hit Dice. A malefircarim can communicate with any creature using telepathy within a range of 1,000 ft, and it benefits from blindsight out to 500 feet. Fear Aura (Su): A malefircarim can radiate a 30foot radius fear aura as a free action. A creature in the area must succeed on a DC 41 Will save or be affected as though by a fear spell (caster level 45th). A creature that successfully saves cannot be affected again by the same
malefircarim’s aura for 24 hours. Other malefircareim are immune to this affect, although a malefircarim may select which creatures within the radius are affected. The save DC is Charisma-based. Improved Grab (Ex): If a malefircarim hits with its claw, it deals normal damage and may immediately attempt to start a grapple as a free action that does not provoke an attack of opportunity. A malefircarim can use this ability on any creature of its size or smaller. Each round, the malefircarim may choose to conduct the grapple normally, or simply use its claw to hold its opponent (-20 on the grapple check, but the maleficarim is not considered grappled). Every round the hold is maintained, the malefircarim deals automatic claw damage to its victim. Infernal Heir: As a direct offspring of The Overlord of Hell, the malefircarim has inherited some of The Overlord’s divine might. The malefircarim possesses a special ability known to it alone. The Infernal Heir power of a malefircarim is typically on par with salient divine abilities available to demigods. An example of Infernal Heir would be the Spell Suck as possessed by the standard infernal. Infernal Might: As a true devil, a malefircarim is unique and possesses a singular special quality. This power can be anything from a permanent spell-like ability to increased damage reduction or regeneration, or even similar to certain salient divine abilities available to demigods. An example of Infernal Might would be the Learned Spell Immunity that a standard infernal possesses. Furthermore, a malefircarim is treated as a unique creature with regards to summoning attempts like the spell gate. Regeneration (Ex): A malefircarim takes normal damage from good aligned silvered weapons and from spells and effects with the good descriptor. Spell-like Abilities: At will - animate dead, baleful polymorph, blasphemy, blur, charm monster, create greater undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds only), hallucinatory terrain, hold monster, magic circle against chaos, magic circle against good, mass hold monster, persistent image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of pain, true seeing, unholy aura, unholy blight, unhallow, wall of fire; 1/day- fire storm, hellball, meteor swarm; 1/month - wish. Caster level 45th; DC 19+ spell level. Summon Devils (Sp): A malefircarim can automatically summon 8d6 nupperibos or imps, 2d6 barregons or 4 renegade pit fiends thrice per day. These devils may have double their standard Hit Dice (treat renegade pit fiends as Nessian with standard hit points, i.e. 536 hp).
Marquis Half-Fiend This example uses a 4th level fighter/8th level dark marshal of Bael hobgoblin as the base creature. The father of the creature is Abigor.
Guldag, Doom of the East Marquis Half-Fiend Hobgoblin Fighter 4th/ Dark Marshal of Bael 8th Medium Outsider (Augmented Humanoid, Native)
Hit Dice: 6d8 (outsider) + 4d10 (fighter) + 8d10 (dark marshal of Bael) + 90 (183 hp) Initiative: +5 Speed: 30 ft., 60 ft. (good) Armor Class: 27 (+8 armor, +5 Dexterity, +4 natural) touch 15, flat-footed 22 Base Attack/Grapple: +18/+26 Attack: Doombringer +29 melee (1d8+13+1 (vile)+2d6 (vicious) plus 1 con 17-20/x2) or claw +26 melee (1d6+9+1 (vile)) Full Attack: Doombringer +29/+24/+19/+14 melee (1d8+13+2d6 (vicious) plus 1 con 17-20/x2) and bite +21 melee (1d8+4+1 (vile)) and claw +21 melee (1d6+4+1 (vile)) Space/ Reach: 5 ft. /5 ft. Special Attacks: Acidic blood, blood oath (improved), dark smite 2/day, frightful presence, poison, smite good, spell-like abilities, greater warcry 2/day Special Qualities: Corruption affinity, damage reduction 15/good, darkvision 120 ft., fast healing 2, immunity to poison, infernal rally, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 28 Saves: Fort +22, Ref +14, Will +11 Abilities: Str 23 (29), Dex 21, Con 20, Int 14, Wis 12, Cha 18 Skills: Bluff +17, Climb +21, Diplomacy +16, Disguise +4 (+6 acting), Intimidate +31, Hide +14, Knowledge (history) +11, Knowledge (the planes) +11, Listen +10, Move Silently +22, Ride +26, Sense Motive +17, Spot +18, Survival +1 (+3 on other planes), Swim +12 Feats: Combat Reflexes, Devotee of Darkness (Bael), Flyby Attack, Improved Critical (longsword), Iron Will, Leadership, Vile Martial Strike (longsword), Vile Natural Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Environment: The Ash Mountains in the Lands of the Pact Organization: Solitary (unique) or with war band Challenge Rating: 18 Treasure: Standard Alignment: Lawful Evil Advancement: By character class Arrayed in mail that gleams with mithral and details of blood-red gold, the mighty captain Guldag raises his visor to look upon you across the battlefield. His hobgoblin features are made all the more predatory by his oversized fangs, and the batlike wings furled behind him remind you that this creature is not altogether mortal. With a sneer, he throws your captured standard to the ground, his soldiers cheering him on as he then pulls a prisoner close, disemboweling the poor man so that blue and purple entrails come boiling out to desecrate the symbol you fight beneath. The enemy unit seems bolstered by this act; you call for calm within the ranks. This will be a difficult fight. Acidic Blood (Ex): When wounded by a piercing or slashing attack, Guldag’s blood sprays outward in a 5 foot cone, dealing 1d6 points of acid damage; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round. Corruption Affinity (Su): Guldag pays half the corruption costs when using corrupt spells. If this benefit
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reduces the damage to less than 1, he suffers no damage. Dark Smite (Ex): 2/day Guldag can make a Dark Smite, adding his charisma modifier (+4) to his attack, and dealing an additional 8 points of vile damage. He may use Dark Smite simultaneously with his smite good attacks, with attack bonuses overlapping and damage bonuses stacking. Dark Smite works on any creature (unless said creature is not affected by Vile damage). In the event that a creature is unaffected by the smite, or the attack misses, that use of Dark Smite is used up for the day. Frightful Presence (Ex): When Guldag attacks, he inspires terror in those who oppose him. All foes within 20 feet of Guldag must make a Will save DC 24 or suffer the effects of a fear spell. Those that save against his frightful presence are immune to it for the next 24 hours. Improved Blood Oath (Su): Guldag is able to make a Blood Oath against an enemy that he has met in battle. As a full round action, he wounds himself while making the Oath, taking Constitution damage of up to his class level. Thereafter, he gains a morale bonus to attacks, damage, armor class, and saves against the individual whom he has sworn to defeat equal to twice the amount of Constitution damage that he took. Furthermore, he can automatically sense the focus of his Oath when within 90 feet as if by using blindsight. Guldag can only have one Blood Oath at a time. He cannot end the Oath without fulfilling it. He cannot heal the Constitution damage until such time as the Oath is fulfilled. Infernal Rally (Su): Guldag can rally the morale of his troops through the use of eloquence coupled with humiliation and violence. This can be done 8/day. Upon giving a stirring speech to his troops (a full round action that affects allies in a 30 foot radius), he grants them a +1 morale bonus to attacks, and 1d8 temporary hit points. If, at the same time as he delivers the speech, Guldag performs an act of defiance against the enemy (kills an enemy prisoner, urinates on their standard, sets an enemy village alight, etc), he increases the morale bonus as described on the table detailing the dark marshal prestige class. Furthermore, the morale bonus is also applied to any one of the following that Guldag chooses: Fortitude saves, Will saves, armor class or damage. The speech can last longer than one round if desired; for each round longer than one round that Guldag speaks, the effects of the rally can be delayed for a round. If, for example, Guldag speaks stirringly to his troops for 30 minutes before a battle, the effects of the rally could be delayed for up to 30 minutes, and then activated once battle was enjoined. Guldag can attempt more than one insulting feat against his foes; in such a case the benefits stack, but only when used during the same speech as detailed in the dark marshal prestige class section. An Infernal Rally cannot bestow greater than +3 morale bonus, and the bonus lasts for 11 rounds once activated. An Infernal Rally ends prematurely if Guldag flees the field of battle, or is killed. This is a mind-influencing effect. Lemures are not immune to this effect. Guldag is not entitled to the benefits of an Infernal Rally himself. Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Str and Dex, secondary damage 2d6 Str and Dex. The save DC is constitution-based. Smite Good (Su): 1/day, Guldag can make a normal melee attack that deals 18 extra points of damage against a good character. Spell-like Abilities: At will - change self, deeper
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darkness; 3/day - blasphemy, devil's eye, evil weather, hellfire storm, liquid pain, soul's shackles. Caster level 18th, DC 14 + spell level. The save DC is Charismabased. Greater Warcry (Ex): Guldag can utter a Greater Warcry 2/day as a free action. All troops within 30 feet under his command (including himself) are affected as if by a rage spell, except that all affected creatures gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. The effects of the Greater Warcry last for 7 rounds. This is a mind-influencing effect that can also affect the dark marshal. Lemures and nupperibos benefit from this ability. Note that a Greater Warcry can be used to activate the effects of an Infernal Rally. The bonuses stack. Possessions: Guldag is armed with a +2 cold iron vicious longsword of wounding called Doombringer and wears a +3 mithral breastplate. He also wears a ring of invisibility and a belt of giant strength +6 Creating A Marquis Half-Fiend Although rarely seen, it has always been speculated that unique fiends produce greater spawn. Rumors of this kind have recently been proven accurate with the appearance of so called marquis half-fiends. Infused with greater power than their lesser siblings, the vile marquis half-fiend is a virtual paragon of evil. “Marquis Half-Fiend” is a template that can be added to any living corporeal humanoid, giant, or monstrous humanoid with an Intelligence score of 8 or more (hereafter referred to as the base creature). The parent fiend must be a unique demon, Duke of Hell, Nether Heritor, or greater arch-fiend in status. A marquis half-fiend uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to Outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Marquis half-fiends are usually, but not always, native outsiders. Hit Dice: Increase racial HD to d8 unless the base creature possessed higher racial HD. Marquis halffiends gain an additional racial HD equal to one quarter of the parent fiend’s to a maximum of ten. Speed: A marquis half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at double base creature’s land speed (good maneuverability). Armor Class: Natural armor improves by +4. Attacks: A marquis half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the marquis half-fiend retains this ability. A marquis half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead. Full Attack: A marquis half-fiend fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack. Damage: A marquis half-fiend has claw and bite attacks. If the base creature does not have these attack forms, use the damage values on the table below. Otherwise, use the values found below, or the base creature’s damage values increased by one die, whichever is higher.
Table 4-7: Marquis Half-Fiend Damage by Size Size
Claw
Bite
1
1d2
Diminutive
1d2
1d3
Tiny
1d3
1d4
Small
1d4
1d6
Medium
1d6
1d8
Large
1d8
2d6
Huge
2d6
2d8
Gargantuan
2d8
4d6
Colossal
4d6
4d8
Fine
Special Attacks: A marquis half-fiend retains all the special attacks of the base creature and gains the following special attacks. Acidic Blood (Ex): When wounded by a piercing or slashing attack, the marquis half-fiend’s blood sprays outward in a 5 foot cone, dealing 1d6 points of acid damage per every 5 racial HD possessed by the marquis halffiend; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round. Frightful Presence (Ex): When the marquis halffiend attacks, it inspires terror in those who oppose it. All within 20 feet of an attacking marquis half-fiend must make a Will save DC equal to 10+ ½ the marquis half-fiend’s HD + the marquis half fiend’s Charisma modifier or suffer the effects of a fear spell. Those that save against the marquis half-fiend’s frightful presence are immune to it for the next 24 hours. Poison (Ex): Any creature bitten by the marquis half fiend is infected with a vile paralyzing poison. It deals 1d6 Str and Dex initial damage, and 2d6 Str and Dex secondary damage. Save DC is equal to 10 + ½ of the marquis half fiend's combined HD and class levels + the marquis half fiend's Constitution modifier. Smite Good (Su): Once per day a marquis half-fiend may make a normal melee attack that deals additional damage equal to its HD to a good creature. Spell-like Abilities: A marquis half-fiend may use change self and deeper darkness at will, and unholy blight 3/day. A more powerful marquis half-fiend possesses additional abilities as noted on the table below. Unless otherwise indicated, the ability is usable 3/day, using the fiend’s combined character level and HD as the caster level. Saves DCs are equal to 10 + spell level + Cha modifier. The following list is typical for a marquis half-fiend of diabolical parentage. Those marquis halffiends with a demonic or nether background commonly have access to different spell-like abilities. Special Qualities: A marquis half-fiend has all the special qualities of the base creature plus the following: • Darkvision out to 120 ft. • Immune to poison. • Resistance to acid, cold, fire, and electricity 10. • Damage Reduction 15/good. This replaces any existing DR, but if a special material was needed to pene-
trate the DR before, that becomes an additional requirement. • A marquis half-fiend’s natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction. • Spell resistance equal to the creature’s HD + 10. • Fast Healing equal to the marquis half-fiend’s Constitution modifier. • Corruption Affinity (Su): A marquis half-fiend pays half the corruption costs when using corrupt spells. If this benefit reduces the damage to less than 1, the marquis half-fiend suffers no damage. Abilities: Increase from the base creature as follows: Str +6, Dex +6, Con +4, Int +6, Cha +6 Skills: A marquis half-fiend gains skill points as an Outsider and has skill points equal to 8 + Int modifier x (HD + 3). Do not include Hit Dice from class levels in this calculation - the marquis half-fiend gains Outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and all other skills as cross skills. Marquis Half Fiends have a +4 racial bonus on Bluff, Intimidate and Move Silently checks; these are considered class skills for a marquis half-fiend. Challenge Rating: As base creature +6. Alignment: Usually Evil (any) Level Adjustment: +6 Table 4-8: Marquis Half-Fiend Spell-like Abilities by Hit Dice Level/Hit Dice
Spell-like Abilities
7-8
Devil’s eye*
9-10
Blasphemy
11-12
Liquid pain*
13-14
Hellfire storm*
15-16
Soul shackles*
17-18
Evil weather* 1/day
19-20
Bestow greater curse* 1/day
21+
Eternity of torture* 1/month
*These are found in the Book of Vile Darkness. If you do not have access to that book, use the normal spell list for half fiends, but treat all spells as if they had been empowered or enlarged.
Narzugon Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 13d8+78 (136 hp) Initiative: +3 Speed: 20 ft. Armor Class: 30 (+9 armor, +1 Dexterity, +7 natural, +3 shield), touch 11, flat-footed 29 Base Attack/Grapple: +13/+21 Attack: +1 heavy lance +22 melee (1d10+13 x3) or +1 heavy pick +22 melee (2d4+9 19-20/x4) Full Attack: +1 heavy lance +22/+17/+12 melee
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(1d10+13 x3) or +1 heavy pick +22/+17/+12 melee (2d4+9 19-20/x4) Space/Reach: 5 ft. /5 ft. (10 ft. with lance) Special Attacks: Baleful gaze, deadly charge, fell trample, spell-like abilities, summon devils, unhorse Special Qualities: Bonded mount, damage reduction 10/good and silver, darkvision 60 ft., immunity to cold, fire and poison, acid resistance 10, see in darkness, spell resistance 22, telepathy 100 ft. Saves: Fort +14, Ref +11, Will +10 Abilities: Str 26, Dex 17, Con 23, Int 15, Wis 15, Cha 20 Skills: Concentration +22, Handle Animal +21, Intimidate +21, Knowledge (any one) +18, Listen +18, Ride +21, Search +18, Spot +18, Survival +18 (+20 tracking), Tumble +19 Feats: Improved Critical (heavy pick), Mounted Combat, Ride-by Attack, Spirited Charge, Trample Environment: The Nine Hells of Perdition. Organization: Solitary, pair, or squad (3-12 narzugon with mounts) Challenge Rating: 10 Treasure: Standard Alignment: Always Lawful Evil Advancement: 14-39 HD (Medium) Baleful Gaze (Su): The unmasked narzugon is a reflection of one’s own sadness and inner fear. All creatures within 30 feet of the devil are affected by phantasmal killer (caster level 13th, DC 21). This is a gaze attack. The save DC is Charisma based. Bonded Mount (Su): Similar to its antithesis, the paladin, a narzugon may form a supernatural bond with a mount (typically a nightmare). Forming this bond takes 1 hour. Should a narzugon’s bonded mount die, it must wait 24 hours before bonding another. A narzugon’s bonded mount receives the same bonuses that a paladin’s mount would, using the narzugon’s Hit Dice in place of paladin level. Deadly Charge (Ex): Twice a day a narzugon may make a deadly charge if mounted. On such a charge attack, the narzugon deals triple damage with a melee weapon, or quadruple damage with a lance. An advanced narzugon makes one additional deadly charge per day for every 5 additional Hit Dice it possesses; thus a 15 HD narzugon could make 3 deadly charges per day. Fell Trample (Ex): A narzugons may make mounted overrun attempts against as many foes as they are able to, resolving each attempt separately. The narzugon’s mount receives a hoof attack against each successfully overrun foe. Spell-like Abilities: At will - desecrate, doom, greater teleport (self plus mount plus 50 pounds only), hold person, produce flame, suggestion; 3/day - charm person, major image, order’s wrath, unholy blight. Caster level 13th, DC 15 + spell level. Summon Devils (Sp): Once per day, a narzugon may attempt to summon 1d6 bearded devils or another narzugon with a 50% chance. This ability is the equivalent of a 5th level spell. Unhorse (Ex): If a narzugon successfully strikes a mounted opponent during a mounted charge, he may make a free bull rush attempt against the foe. If the narzugon wins, the foe is pushed backwards, but their mount remains in place. Possessions: The typical narzugon is equipped with
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spiked full plate armor, large shield, a heavy pick and a heavy lance. These all bear at least a +1 enhancement bonus, although more powerful narzugons often have greater arms and armor. A narzugon’s weapons are always made from cold wrought iron.
Nephilim This example uses a 4th level monk/4th level Dominator of Belial human as the base creature. The father of the creature is Carniveau.
Brother Dalan the Meek Nephilim Human Monk 4th/Dominator of Belial 4th Medium Outsider (Augmented Humanoid, Native) Hit Dice: 5d8 (outsider) + 4d8 (monk) + 4d6 (Dominator of Belial) + 42 (84 hp) Init: +4 Speed: 40 ft., 60 ft. (good) AC: 25 (+2 deflection, +4 Dexterity, +1 monk, +4 natural, +4 Wisdom) touch 21, flat-footed 21 Base Attack/Grapple: +11/+19 Attack: Unarmed strike +15 melee (1d10+4 +1 (vile) 19-20/x2) Full Attack: Flurry of Blows +13/+13/+8/+3 (1d10+4 +1 (vile) 19-20/x2) and 2 wings +11 melee (1d4+2) Space/ Reach: 5 ft. /5 ft. Special Attacks: Fiery blood, flurry of blows, gaze of iniquity, Ki strike (magic), presence of pain, presence of passion, punishment, smite good, spell-like abilities, stun, touch of fire Special Qualities: Corrupted Purity, damage reduction 15/good, darkvision 60 ft., evasion, fast healing 3, immunity to disease and petrification, low light vision, resistance to acid 10, cold 10, electricity 10, and fire 10, slow fall 20 ft., spell resistance 24, still mind, true torturer Saves: Fort +15, Ref +13, Will +16 Abilities: Str 18, Dex 18, Con 16, Int 14, Wis 19, Cha 19 Skills: Balance +12, Bluff +22, Diplomacy +8, Disguise +16 (+18 acting), Escape Artist +16 (+18 with ropes), Heal +12, Hide +16, Intimidate +28, Knowledge (religion) +14, Move Silently +20, Sense Motive +20, Spot +16, Use Rope +16 (+18 with bindings) Feats: Combat Reflexes B, Devotee of Darkness (Belial), Fly-by Attack, Improved Critical (unarmed strike), Improved Grapple B, Multiattack, Persuasive, Vile Ki Strike Environment: The Desolate South Organization: Solitary (unique) Challenge Rating: 13 Treasure: Standard Alignment: Lawful Evil Advancement: By character class The human before you gets to his feet with a supple, feline grace. His blue-black hair is tied back with a simple leather thong to better show off his porcelain skin and flawless features. Although not generally a word you would use to describe a man, this particular one can only be described as beautiful. He wears no shirt, showing off a well toned body without a single scar. What betrays him as being more than human, though, are the angelic wings that now unfurl at his back. He is glorious
to behold, and although you see the wickedness and danger in his gaze, you feel drawn to him. Fiery Blood (Ex): When wounded by a piercing or slashing attack, Dalan’s blood sprays outward in a 5 foot cone, dealing 1d6 points of fire damage; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round. Corrupted Purity (Su): Dalan suffers one half the effect from alignment based effects that target evil alignments, such as a paladin's smite evil or a protection from evil spell. Gaze of Iniquity (Su): Will DC 20 negates charm person. Gaze attack, range 10 feet. Presence of Pain (Su): As a standard action, Dalan can cause all within five feet of him to suffer from intense pain. Will DC 18 negates fear. Caster level 13th. Presence of Passion (Su): 4/day, Dalan can attempt to cast charm person on any being that has sustained more than 10 points of damage from one successful melee attack he has caused as a standard action. The Will save DC is 18+1 for every 5 points of damage beyond 10. Those who fail this take a -2 penalty to all opposed charisma checks to resist Dalan's orders. Punishment (Ex): Any creature that Dalan has successfully struck in melee or with a whip within the last four rounds or any creature under the influence of his Presence of Pain suffers an additional +1d6 points of damage from subsequent melee attacks. Dalan can select whether or not this extra damage is lethal or subdual in nature. Creatures that are immune to critical hits are likewise immune to Punishment. Smite Good (Su): 1/day, Dalan can make a normal melee attack that deals 13 extra points of damage against a good character. Spell-like Abilities: at will- change self, obscuring mist; 3/day - blasphemy, fiendish clarity, morality undone, sadism. Caster level 13th, DC 14 + spell level. The save DC is Charisma-based. Stun (Ex): Any creature struck by both of Dalan's wing attacks must make a Fortitude save DC 19 or be stunned for one round. Touch of Fire (Su): 4/day, Dalan may cause 1d6 points of fire damage on any successful melee or whip attack. True Torturer (Ex): Dalan receives a +4 bonus to all checks related to torturing victims Possessions: Dalan has little in the way of material possessions, but he does wear a monk's belt, and carries an unholy symbol of Belial that also functions as both an amulet of protection +2 and a cloak of minor displacement. Creating a Nephilim While the true Powers of Evil spawn the vile marquis half-fiends, those of the Fallen are the scions of the forsaken nephilim. These angelic children share their parents legacy of betrayal. Often they impersonate celestials or even gods with their heaven wrought beauty, sowing the seeds of discord and violence among the mortals they live with.. “Nephilim” is a template that can be added to any living corporeal humanoid, giant, or monstrous humanoid with an Intelligence score of 8 or more (hereafter
referred to as the base creature). The parent Fallen must be a Duke of Hell, Demon Lord, Nether Heritor, or greater arch-fiend in status, or have formerly been of at least Kerubim status. A nephilim uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to Outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Nephilim are usually, but not always, native Outsiders. Hit Dice: Increase racial HD to d8 unless the base creature possessed higher racial HD. Nephilim gain an additional racial HD equal to one quarter of the parent fiend’s to a maximum of ten. Speed: A nephilim has angel wings. Unless the base creature has a better fly speed, the creature can fly at double base creature’s land speed (good maneuverability). Armor Class: Natural armor improves by +4. Attacks: A nephilim has two slam attacks and two wing attacks, and the slams are the primary natural weapon. If the base creature can use weapons, the nephilim retains this ability. A nephilim fighting without weapons uses a slam when making an attack action. When it has a weapon, it usually uses the weapon instead. Full Attack: A nephilim fighting without weapons uses both slams and wings when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its wings as natural secondary attacks. If it has a hand free, it uses a slam as an additional natural secondary attack. Damage: A nephilim has slam and wing attacks. If the base creature does not have these attack forms, use the damage values on the table below. Otherwise, use the values found below, or the base creature’s damage values increased by one die, whichever is higher. Table 4-9: Nephilim Damage by Size Size
Slam
Wing
1
-
Diminutive
1d2
1
Tiny
1d3
1d2
Small
1d4
1d3
Medium
1d6
1d4
Large
1d8
1d6
Huge
2d6
1d8
Gargantuan
2d8
2d6
Colossal
4d6
2d8
Fine
Special Attacks: A nephilim retains all the special attacks of the base creature and gains the following special attacks. Fiery Blood (Ex): When wounded by a piercing or slashing attack, the nephilim’s blood sprays outward in a 5 foot cone, dealing 1d6 points of fire damage per every 5 racial HD possessed by the nephilim; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer
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the same damage on the following round. Gaze of Iniquity (Su): Those who meet a nephilim's eyes are drawn into its seductive evil. All within 10 feet of a nephilim must make a Will save DC equal to 10+ ½ the nephilim’s HD + the nephilim’s Charisma modifier or suffer the effects of a charm person spell. (This works on outsiders native to the Prime Material as well) This is a gaze attack. Smite Good (Su): Once per day a nephilim may make a normal melee attack that deals additional damage equal to its HD to a good creature. Spell-like Abilities: A nephilim may use change self and obscuring mist at will, and unholy blight 3/day. A more powerful nephilim possesses additional abilities as noted on the table below. Unless otherwise indicated, the ability is usable 3/day, using the fiend’s combined character level and HD as the caster level. Saves DCs are equal to 10 + spell level + Cha modifier. The following list is typical for a nephilim of diabolical parentage. Those nephilim with a demonic or nether background commonly have access to different spell-like abilities. Table 4-10: Nephilim Spell-like Abilities by Hit Dice Level/Hit Dice
Spell-like Abilities
7-8
Sadism*
9-10
Blasphemy
11-12
Morality undone*
13-14
Fiendish clarity*
15-16
Soul shackles*
17-18
Pestilence* 1/day
19-20
Bestow greater curse* 1/day
21+
Eternity of torture* 1/month
• Resistance to acid, cold, fire, and electricity 10. • Damage Reduction 15/good. This replaces any existing DR, but if a special material was needed to penetrate the DR before, that becomes an additional requirement. • A nephilim’s natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction. • Spell resistance equal to the creature’s HD + 10. • Fast Healing equal to the nephilim’s Constitution modifier. • Corrupted Purity (Su): Due to its celestial blood, a nephilim suffers one half the effect from alignment based effects that target evil alignments, such as a paladin's smite evil or a protection from evil spell. Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +4, Wis +4, Int +4, Cha +6 Skills: A nephilim gains skill points as an Outsider and has skill points equal to 8 + Int modifier X (HD + 3). Do not include Hit Dice from class levels in this calculation - the nephilim gains Outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and all other skills as cross skills. Nephilim have a +4 racial modifier to Bluff, Disguise, and Intimidate checks; these are considered class skills for a nephilim. Challenge Rating: As base creature +6. Alignment: Usually Evil (any) Level Adjustment: +6
Nupperibo
*These are found in the Book of Vile Darkness. If you do not have access to that book, use the normal spell list for half fiends, but treat all spells as if they had been empowered or enlarged.
Stun (Ex): Any creature struck by both of the nephilim's wing attacks must make a Fortitude save or be stunned for one round. Save DC is equal to 10 + ½ of the nephilim's combined HD and class levels + the nephilim's Constitution modifier. Special Qualities: A nephilim has all the special qualities of the base creature plus the following: • Darkvision out to 60 feet. • Low-light vision (Nephilim can see four times as well as a human in low light.) • Immune to disease and petrification.
Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: +4 (Improved Initiative) Speed:20 ft. Armor Class: 15 (+5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +3/+4 Attack: Slam +5 melee (1d6+1) Full Attack: 2 slams +5 melee (1d6+1) Space/Reach: 5 ft. /5 ft. Special Attacks: Burning strike Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, metamorphosis, mindless, see in darkness, spell resistance 14 Saves: Fort +4, Ref +3, Will +3 Abilities: Str 12, Dex 11, Con 12, Int -, Wis 11, Cha 6 Feats: Improved Initiative, Weapon Focus (slam) Environment: The Nine Hells of Perdition. Organization: Solitary, gang (2d6) or mixed mob (4d10
Table 4-11: Metamorphosis of the Nupperibo by Hit Dice Nupperibo Hit Dice
Metamorphosis Effect
10 HD
Intelligence +1, Wisdom +1, Charisma +1, remove Mindless trait, telepathy 50 ft., slam attack deals 1 point of Wisdom damage
11 HD
Intelligence +1, Wisdom +1, Charisma +1
12 HD
Intelligence +1, Wisdom +1, Charisma +1, wings (fly 20 ft. [poor])
13 HD
Intelligence +1, Wisdom +1, Charisma +1
14 HD
Intelligence +1, Wisdom +1, Charisma +1, greater teleport (self plus 50 pounds) at will
15 HD
Metamorphosis into a barregon (gate devil)
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nupperibo and 4d10 lemures) Challenge Rating: 2 Treasure: None Alignment: Always Lawful Evil Advancement: 4-14 HD (Medium)
long before any of these changes can take place. Mindless (Ex): Nupperibos are immune to mind affecting effects.
A barely discernable humanoid head and a pair of pseudopods are the only appendages on what is best described as a heaving mass of red clay and mud. Aside from pock marks and dents where the eyes and nose should be, the head is featureless. Indeed, so too is the entire form. From time to time, it seems as if something buried beneath the creature’s mass struggles to pushes free. As it reacts to your approach, shuffling aggressively towards you, whatever lies within the creature becomes even more animated…
Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 37d8+370 (666 hp) Initiative: +17 (+9 Dexterity, +8 Superior Initiative) Speed: 40 ft., fly 60 ft. (average) Armor Class: 44 (+9 Dexterity, +27 natural, -2 size), touch 17, flat-footed 35 Base Attack/Grapple: +37/+62 Attack: Claw +52 melee (3d8+17) Full Attack: 2 claws +52 melee (3d8+17), bite +50 melee (6d6+8 plus poison and disease), 2 wings +50 melee (3d6+8), tail +50 melee (3d8+8 and constrict) Space/Reach: 15 ft. /15 ft. Special Attacks: Constrict 3d8+34, fear aura, improved grab, spell-like abilities, summon devils Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 10, see in darkness, spell resistance 41, telepathy 300 ft. Saves: Fort +30, Ref +29, Will +32 Abilities: Str 45, Dex 28, Con 31, Int 27, Wis 27, Cha 27 Skills: Balance +13, Bluff +48, Concentration +50, Diplomacy +56, Disguise +48 (+52 acting), Hide +41, Intimidate +52, Jump +25, Knowledge (arcana) +48, Knowledge (the planes) +48, Knowledge (religion) +48, Listen +48, Move Silently +49, Search +48, Sense Motive +48, Spellcraft +52, Spot +48, Survival +8 (+12 on other planes, +12 tracking), Tumble +49 Feats: Awesome Blow, Cleave, Corrupt Spell-like Ability, Dark Speech, Flyby Attack, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like Ability (meteor swarm) Epic Feats: Blinding Speed, Epic Will, Superior Initiative Environment: Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary, squad (2d4) or troupe (2d10 plus 4d10 30HD cornugons) Challenge Rating: 29 Treasure: Double Standard Alignment: Always Lawful Evil Advancement: 37-54 HD (Huge)
The nupperibo is a misshapen, damned being native to the Nine Hells of Perdition. Bearing a passing familiarity to the better known lemure and sharing many of the same duties, the nupperibo is even more detested by the devils of Hell than its lower ranked cousin. Interestingly enough, a nupperibo can never be promoted into another form of devil; instead it must be demoted to a lemure in order to progress. Even more intriguing is the fact that cornugons, gelugons, and pit fiends do all they can to ensure that a nupperibo never advances beyond 9 HD; conversely, barregons often attempt to secretly coral dozens of nupperibo secretly in order to allow them to advance to 14 HD. A nupperibo is about 5 ½ feet tall and weighs about 250 pounds. Blind, deaf, and mute, a nupperibo is susceptible to telepathic messages from other devils. Combat A nupperibo is dedicated to physically harming and oppressing other creatures. Although utterly mindless, it is instinctually driven to attack those creatures unassociated with Lawful Evil. It will attack any non-devil as soon as it is aware of such a creature’s presence and can only be stopped by being destroyed or order to cease by a devil. Needless to say, a nupperibo has no strategy or tactic other than to seek and destroy. A nupperibo’s natural weapons, as well as any weapon it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction. Burning Strike (Su): A nupperibo’s slam attack leaves behind a slimy residue that eats through the flesh of those it strikes. Creatures struck by the nupperibo’s slam take one-half the damage the following rounds for a number of rounds equal to the nupperibo’s Constitution modifier (one round for the average nupperibo). Metamorphosis: A nupperibo that is left on its own will continue to advance, eventually beginning a metamorphosis into something greater. For every HD beyond 9 that a nupperibo advances, it gains a 1 point increase to all of its mental ability scores. It loses the Mindless trait and replaces it with telepathy 50 ft. The nupperibo also begins dealing 1 point of Wisdom damage on its slam attack. Nupperibos of 12 HD and greater grow vestigial wings, developing a fly speed of 20 feet with poor maneuverability. At 14 HD, a nupperibo gains the spell-like ability greater teleport (self plus 50 pounds only) at will. It should be noted that very few nupperibo survive to evolve that far. Usually they are demoted into lemures
Pit Fiend, Nessian
The portal that roars into existence causes the entire temple to quake. Accompanying the flames that burst from the maw of the gate is a creature that seems much like a pit fiend at first. The great horns, bat-like wings, serpentine tail, and cloven-hoofed feet are identical to the terror of the pit. Yet, this creature towers 20 feet in height. Accompanying the flames that lick its translucent flesh is a darkness that ripples the surrounding air. The blood red form is covered in muscles and the burning, white eyes glare from a shadowy face. With terrifying quickness, it is upon you! What lies in the depths of Nessus, the lowest of the Nine Perditions, is unknown even to the greatest Powers of Hell. None, not even the Lords of the Nine and the Heirs of Hell, are permitted access to many of the cav-
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erns and lowest chambers of the fortress Malsheem without the express permission of Asmodeus. The only beings allowed to wander these forbidden paths are Aesmadeva, The Ashmadia, and the terrible Nessian pit fiends. These beings are completely loyal to The Overlord of Hell and will do anything to ensure that Asmodeus’ desires become realities. Although loyal to Asmodeus, Nessian pit fiends are often called upon by the Peerage of Perdition in combat as they tower above even the Dark Ministers and the various governors of Hell in prestige within noble circles. To Asmodeus, it is important to ensure that all of vassals reflect the proper kind of power, so most of the Lords and many Dukes of Hell have scores of Nessian pit fiends at their beck and call. Nessian pit fiends are larger and more powerful than all other pit fiends. Nessian fiends are never promoted up from lower ranks. Instead, these monstrosities are said to be born straight from the layer of Nessus itself. However, the truth of their origin is far more terrifying. In reality, Nessian pit fiends are born from the “blood” of The Overlord’s true form that lies trapped at the “bottom” of the Pit of Darkness under Malsheem. Constrict (Ex): A Nessian pit fiend deals 3d8+34 points of damage with a successful grapple check. Disease (Su): A creature struck by a Nessian pit fiend's bite attack must succeed on a DC 38 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Str). The save DC is Constitution based. Fear Aura (Su): A Nessian pit fiend can radiate a 20 foot fear aura as a free action. A creature in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 37th); the Nessian pit fiend can determine which creatures within the radius are affected. A creature that successfully saves cannot be affected again by the aura for 24 hours. Pit fiends, higher ranked devils, and any others so selected by the Nessian pit fiend are immune to the aura. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, the Nessian pit fiend must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Nessian pit fiend wins the grapple check, it establishes a hold and constricts. Poison (Ex): Injury, Fortitude DC 38, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution based. Regeneration (Ex): Nessian pit fiends take normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor. Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm monster, create undead, desecrate, detect good, detect magic, fireball, greater dispel magic, greater invisibility, greater teleport, magic circle against good, mass hold monster, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, wall of fire; 3/day - meteor swarm, symbol of pain, 1/month - wish. Caster level 37th; save DC 18 + spell level. Summon Devils (Sp): Thrice per day, a Nessian pit fiend can automatically summon 4 lemures, barbazu, or osyluths, or 3 cornugons, erinyes, gelugons, or hamatulas. This is equivalent to a 9th level spell.
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Spinagon (Spined Devil) Small Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 5d8+5 (27 hp) Initiative: +10 (+6 Dexterity, +4 Improved Initiative) Speed: Fly 120 ft. (average) Armor Class: 22 (+6 Dexterity, +5 natural, +1 size), touch 17, flat-footed 16 Base Attack/Grapple: +5/+1 Attack: Talon +12 melee (1d6+1d6 fire and blaze) or spike +12 melee (1d6+1d6 fire and blaze) Full Attack: 2 talons +12 melee (1d6+1d6 fire and blaze) or 2 spikes +12 melee (1d6+1d6 fire and blaze) Space/Reach: 5 ft. /5 ft. Special Attacks: Blaze, spell-like abilities, summon devils Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 16, spike generation, telepathy 100 ft. Saves: Fort +5, Ref +10, Will +6 Abilities: Str 10, Dex 23, Con 12, Int 8, Wis 14, Cha 15 Skills: Bluff +13, Diplomacy +10, Hide +22, Listen +10, Move Silently +14, Search +7, Spot +10 Feats: Improved Initiative, Weapon Finesse Environment: The Nine Hells of Perdition. Organization: Solitary or flock (2d4 spinagons) Challenge Rating: 4 Treasure: None Alignment: Always Lawful Evil Advancement: 6-15 HD (Small) Level Adjustment: +4 Blaze (Su): A spinagon is constantly wreathed in tiny flickering flames. Any creature struck by its talons or spikes must make a Fortitude save DC 13 or catch on fire, taking 1d6 points of fire damage per round until extinguished. Rolling on the ground grants one a +2 circumstance bonus on the save. Holy water immediately quenches the flames. The save DC is Constitution-based. Spell-like Abilities: At will - change self, greater teleport (self plus 50 pounds only), produce flame, stinking cloud, suggestion; 3/day - hold person, minor image. Caster level 5th; save DC 12 + spell level. Spike Generation (Ex): A spinagon can launch 2 barbed spikes from its body each round as standard action. The spikes re-grow within a round, giving a spinagon unlimited ammunition. Summon Devils (Sp): Once per day, a spinagon can attempt to summon 1d3 spinagons with a 35% chance of success. This is equivalent to a 3rd level spell.
Squamugon (Scaly Devil) Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 8d8+32 (68 hp) Initiative: +3 Speed: 30 ft., fly 60 ft. (good) Armor Class: 22 (+3 Dexterity, +9 natural), touch 13, flat-footed 19 Base Attack/Grapple: +8/+14 Attack: Tail +14 melee (1d6+6+1d4 elemental damage) Full Attack: Tail +14 melee (1d6+6+1d4 elemental damage) and 2 claws +12 melee (1d4+3) and 2 wings +12 (1d4+3) Space/Reach: 5 ft./5 ft. (10 ft. with tail)
Special Attacks: Elemental affinity, spell-like abilities, summon devils Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison (see below), infernal channeling, regeneration 2, resistance to acid 10 and cold 10 (see below), see in darkness, spell resistance 19, subdue, telepathy 100 ft. Saves: Fort +10, Ref +9, Will +6 Abilities: Str 22, Dex 16, Con 18, Int 11, Wis 10, Cha 12 Skills: Balance +8, Bluff +12, Concentration +15, Diplomacy +9, Disguise +7 (+9 acting), Hide +14, Intimidate +14, Knowledge (arcana) +11, Knowledge (nature) +2, Knowledge (the planes) +6, Listen +11, Move Silently +8, Search +5, Spellcraft +15, Spot +11, Survival +5 (+7 on other planes, +7 tracking), Use Magical Device +8 Feats: Magical Aptitude, Multiattack, Power Attack Environment: The Nine Hells of Perdition Organization: Solitary, team (2-6), or troupe (1-2 squamugons, 2-12 lemures) Challenge Rating: 7 Treasure: Standard goods, double items Alignment: Always Lawful Evil Advancement: 9 - 16 HD (Medium); 17 - 24 HD (Large) As the wizard prepares another feat of arcane might beyond your expectations, you notice a diabolical figure standing behind him. Tall and lithe, the being is covered in scales and spines like black enameled plate armor. A pair of bat-like wings is folded against its back and a serpentine tail with a nasty stinger waves menacingly. The horned head is somewhat draconic. The creature’s lips stretch into a sinister grin as it notices your attention. Waving a taloned hand, a small ball of flames races from the being’s finger simultaneously with the bead of flame cast by the wizard, both headed in your direction. The squamugon is one of the most commonly encountered devils outside of Hell. Roughly ranking with a barbazu, the squamugon captures the physical image of all things diabolical. Unlike most devils, the squamugon enjoys loyally serving pitiful mortals for as long as possible. While erinyes seek out mortals who seek power over others, squamugons pursue those lacking in wisdom and common sense in their pursuit for more personal power. The overwhelming numbers of victims taken by squamugons are counted among bards, sorcerers, and wizards. Each of these classes benefit greatly from the presence of a squamugon until, eventually, the power they have gained from their diabolical “servant” proves too much for them. Until recently, it was believed that there were five different varieties of squamugons. In reality, there is only one squamugon type that has five different subranks. These ranks, based upon colors, have typically identified squamugons with chromatic dragons and their mistress, Tiamat. While there is certainly some kind of connection between dragons and squamugons, these scaly devils are slaves of Hell like all other devils and owe no special fealty to the Queen of Dragons. A squamugon stands about 6’ and weighs about 250 pounds.
A squamugon speaks Infernal, Common, and Draconic. Combat A squamugon prefers to fight alongside its “master,” knowing that it is not only more likely to defeat its foes, but that its master is more likely to come to a nasty end by utilizing the squamugon’s bolstering powers. A squamugon will often pull its punches against weaker foes, ensuring that its master casts more spells. In such situations, the squamugon will remain in the background, casting produce flame or pyrotechnics. If given the opportunity, it will offer suggestions to its master to take advantage of its presence and cast stronger magic. In situations in which it is battling worthy adversaries, the squamugon will take to the air and will attempt to summon reinforcements. It will then attack with its tail and dispel magic. Most adversaries of wizards approached by a lowly peasant chafing under an evil mage never know that they were approached by an altered squamugon who believed that the time had come for its master to fall into Perdition. Elemental Affinity (Su): A squamugon promoted from spinagon rank is accorded the rank of White. Essentially, the squamugon is perceived as starting out with a “clean slate” both in terms of record and in terms of its descent into true depravity. In order to be promoted to the next station, the White squamugon must successfully lead nine mortal spellcasters into Perdition. While most such accomplishments are due to the squamugon’s unique powers, this need not be the case. Once the squamugon achieves its duty, it is promoted to the rank of Red during which time it must again lead nine mortal spellcasters into Hell. Beyond Red are the Blue, Green, and Black ranks. Each rank is associated with elemental power and travel restrictions within Hell as follows (unless otherwise noted, the squamugon retains the immunities and resistances listed above): White: Deals cold damage and gains cold sub-type (suffers fire damage when beyond Hell). Restricted to Stygia and Cania. Red: Deals fire damage and gains fire sub-type and loses cold resistance 10. Restricted to Avernus, Dis, Minauros, Phlegethos, Malbolge, and Maladomini. Blue: Deals electrical damage and is immune to electricity. Free range in Hell. Green: Deals acid damage and is immune to acid. Free range in Hell. Black: Deals corrupt damage and may select any one elemental immunity. Free range in Hell. Infernal Channeling (Ex): A squamugon can select to grant this boon to any arcane spellcaster possessing fewer caster levels than its HD. When within 20 feet of the selected spellcaster, a squamugon bolsters the beneficiary’s casting power by three levels. In most cases, the beneficiary only sees a bonus in his caster power; i.e. while a 6th level sorcerer would have an unmodified spells per day spread of 6/6/5/3, he would cast such spells as a 9th level caster. This boost may be used up to three times per day at no penalty and may be activated as a free action by the caster. After three spells have been cast at the enhanced level in a day, the squamugon’s threat begins to impose itself. For each additional spell cast after the third, the caster suffers a 10% chance of the spell backfiring. If the spell
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is intended to cause damage or adversely affect another being, the spell instead affects the caster or else another individual of the squamugon’s choosing. Thus, if a fireball is cast by a 6th level sorcerer, but is enhanced to 9th level in terms of its variable effects and range, the sorcerer would suffer a 10% chance of the spell backfiring, either causing harm to himself or to another nearby ally if the sorcerer’s squamugon “servant” so desired. Whenever the caster uses spell completion devices, he suffers a -3 penalty to checks for magic beyond his capacity. When using spell trigger devices, the caster must be at least the same level as that necessary to create the item. Any time a backfire occurs, there is a flat 10% chance that the caster dies immediately even if he did not suffer enough damage. If the caster dies by this 10% chance or due to the damage caused by a backfire, his soul is trapped within his body for a few precious moments during which time his bonded squamugon will offer him a bargain. The caster may return to life immediately at that moment and permanently retain a +2 bonus to his Intelligence or continue into the afterlife. If the caster accepts, he returns as irredeemably Lawful Evil and a slave to Hell; he is usually contacted by a devil with a challenge rating equal to his character level +3 or more and given instructions as to his new role in the Material Plane. If the caster declines the offer, his soul progresses to its final destination in the Realities Beyond. Regeneration (Ex): A squamugon takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor. A squamugon also suffers maximum damage from holy water, which ignores its regeneration. Spell-like Abilities (Sp): At will - alter self, charm person, command, desecrate, detect good, dispel magic, greater teleport (self plus 50 pounds only), produce flame (or acid or electricity or cold or corruption depending on the elemental affinity), pyrotechnics, scare, suggestion. Caster level 8th; DC 11 + spell level. Subdue (Ex): If defeated in battle or confronted in a hostile manner by an arcane spellcaster, a squamugon may be subdued and forced into servitude. The spellcaster must make an Intimidate check, receiving a +1 bonus per caster level, against the squamugon. A successful Intimidate check results in the squamugon behaving under the effects of planar binding as cast by a 12th level caster (or the character’s caster level, which ever is higher). The binding lasts for one day per point by which the squamugon failed the check. Squamugons often intentionally lose these contests in order to lure arrogant spellcasters into Perdition. Summon Devils (Sp): Once per day, a squamugon can attempt to summon 2d6 lemures with a 50% chance of success, or 1d4 squamugons of the same elemental affinity with a 35% chance of success. This ability is equivalent to a 4th level spell.
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Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Michael Chidester, Will Church, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design: Tim Moore
Additional Thanks:
Andrew Cornax (Raithetarkon), Robert Coutier, John Harris, Alan Jacobs Richardson, William Teebay (Bezarakor), Simon Xu
We had fared well against the dreaded cavalry of the Supreme Legion. We crippled the wings of cornugons. We had cast down mighty pit fiends. We knew now, as we reached the Citadel of Ash in the Forest of Ages, that the moment had arrived. We would meet Duke Abigor and cast him back into the fiery pits of Avernus and his vile warmongering would plague us no more. Our lands would know peace once again. The six of us rushed into the huge chamber, a place once pristine and grand, now defiled with blood and hate, the legacy of Abigor. We had it planned perfectly; we knew we had just enough power to defeat the Supreme General, to cast him down. We thought it was he when the huge, cursed horse - its hooves, tail, and mane burning - emerged from behind the throne. On its back was a grand figure in bronze, spiked armor, a lance and shield in its arms. But, when our eyes settled on the face, our souls seized in our chests. Withered and filled with a terrible, sad wrath, we knew this to be a devil… But it was female! Abigor had always been described as male! She must have noted the confusion and fear on our faces for she said, “No, I am not the Supreme General. I am Natara, Commander of the Infernal Charge of the Supreme Legion. Abigor has returned to Hell on business. Do not fear. I plan on sending you to him posthaste.” Without warning, she charged. Of the six of us that entered, only I survived. To this day, I weep for my friends, as I know that their fate was as Natara had promised…” Taken from the Memoirs of Arkin the Quartered.
(4d6+25 plus antimagic and poison); or 2 claws +102 melee (3d8+45+1 (vile)), 2 wings +100 melee (3d6+32+1 (vile)), bite +100 melee (6d6+32+1 vile plus poison and disease), tail slap +100 melee (3d8+32+1 (vile)) Space/Reach: 15 ft. /15 ft. Special Attacks: Constrict 3d8+70, fear aura, improved grab, spell-like abilities, summon devils Special Qualities: Damage reduction 30/epic, good, and silver, darkvision 60 ft., immunity to fire and poison, regeneration 15, resistance to acid 45 and cold 45, see in darkness, spell resistance 63, telepathy 600 ft. Saves: Fort +57, Ref +54, Will +56 Abilities: Str 60, Dex 40, Con 46, Int 41, Wis 41, Cha 41 Skills: Balance +88, Bluff +82, Climb + 92, Concentration +85, Diplomacy +90, Disguise +88, Hide +74, Intimidate +88, Jump +98, Knowledge (arcana) +82, Knowledge (nature) +88, Knowledge (the planes) +82, Knowledge (religion) +82, Listen +82, Move Silently +82, Search +82, Sense Motive +37, Spellcraft +88, Spot +82, Survival +82 (+88 above ground, +88 on other planes, +88 tracking), Tumble +82 Feats: Awesome Blow, Cleave, Corrupt Spell-like Ability, Dark Speech, Great Cleave, Improved Bullrush, Improved Critical (greataxe), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (meteor swarm), Vile Martial Strike (greataxe), Vile Natural Strike, Weapon Focus (greataxe), Epic Feats: Devastating Critical (greataxe), Dire Charge, Epic Weapon Focus (greataxe), Overwhelming Critical (greataxe) Climate/Terrain: The Nine Hells of Perdition (Nessus) Organization: Solitary (unique), troupe (10-20 Nessian pit fiends and the Ashmadia), or as bodyguard
While the Courtiers of Perdition, from the lowest Duke of Hell to the greatest Lords of the Nine, are of great interest to countless mortals, those who contest the power of The Pit are far more likely to run afoul of the lower ranks of devils. Collected below are powerful devils, luminaries within their various ranks and bodyguards, lieutenants, and advisors to the various Courtiers of Perdition. Many of these devils make excellent high-level adversaries without having to worry about a great deal of epic power.
Aesmadeva, Lord of the Ashmadia Pit fiend, Paragon Huge Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: Red, stylized, fiend superimposed on a black pentagram Hit Dice: 54d8 +972 plus 648 (2052 hp) Initiative: +19 Speed: 120 ft., fly 180 ft. (average) Armor Class: 92 (+9 armor, +10 deflection, +15 Dexterity, +12 insight, +12 luck, +26 natural, -2 size), touch 57, flat-footed 77 Base Attack/Grapple: +54/+112 Attack: Hell’s Wrath +114 melee (4d6+66+3d6 (lawful) and one negative level +1 (vile) /19-20 x3 +9d6 (lawful) and three negative levels +2d6 (overwhelming critical) and death (Fortitude DC 75); or Pain of Perdition +97 ranged (4d6+25 plus antimagic and poison); or claw +102 melee (3d8+45 +1 (vile)) Full Attack: Hell’s Wrath +114/+109/+104/+99 melee (4d6+66+3d6 (lawful) and one negative level +1 (vile) /19-20 x3 +9d6 (lawful) and three negative levels + 2d6 (overwhelming critical) and death (Fortitude DC 75); or Pain of Perdition +97/+92/+87/+82 ranged
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(Aesmadeva and Asmodeus) Challenge Rating: 51 Treasure: Hell’s Wrath, Pain of Perdition, Scale of Tiamat, amulet of plane shifting, and a ring of mind shielding Alignment: Lawful Evil
It is not known when or why The Overlord of Hell created the first pit fiends. It is commonly assumed that the creation of all the diabolical castes occurred at the same time after The Overlord of Hell’s fall created the Nine Hells of Perdition and that devils of all kinds emerged from the coagulating blood that infused the Nine Hells with evil sentience and will. However such was not the case. Yes, terrible beings did emerge from the blood of Hell’s Father, the ancient malefircareim, the forerunners of arch-devils and the Lords of the Nine. For the longest time as their creator slumbered, these were the only devils in Hell and they ruled Hell and quickly proved to be a threat to the Cosmos. Then The Overlord of Hell awoke and reigned in his children, destroying most, exiling many and chastising a few. After this purge, in the guise of Lucifer the Satan, The King of Hell introduced his law and his own creation: the pit fiend. Although not as powerful as the malefircareim, the pit fiend was utterly loyal to The Lord of the Nine Hells, and capable of growth and adaptation to a degree incapable for malefircareim. These beings, created out of The Overlord’s blood in the Lake of Fire, will be the first of the immense army that will one day pour out of Hell and into the Cosmos when the time is right. For now, these pit fiends are The Overlord of Hell’s personal servants, his representatives, and the basis by which all other devils would be forged. The first pit fiend was given a place of station unsurpassed to this day, trillions of years later. Called Aesmadeva, the first pit fiend is ever at the side of Hell’s Father, and the only being in Hell that knows all of the Dark Lord of Nessus’ secrets. Aesmadeva has many names, of which Alastor, Ala-Star, and The Grim Fiend are but a few. As the first pit fiend, Aesmadeva is also the greatest of the caste, surpassing all in every imaginable way. His puissance is such that all the denizens of Hell, even the Lords of the Nine, fear him. He has served under both Lucifer the Satan and Asmodeus as bodyguard, a situation that has given other devils cause to declare that Aesmadeva is the devil most loyal to Hell. In addition to his role as Asmodeus’ bodyguard, Aesmadeva also leads The Ashmadia, the Devils of Wrath. Nine in number counting Aesmadeva, The Ashmadia are the Executioners of Hell, leading assaults on all beings who have offended Asmodeus at one time or another. Neither subtle nor sloppy, The Ashmadia quickly destroy any being they are ordered to kill, previously including a few arch-devils, other cosmic entities and demigods. Like Aesmadeva, The Ashmadia are utterly loyal to As-
modeus. Aesmadeva has been approached in the past to betray his lord and will certainly be approached again in the future. However, Aesmadeva is utterly loyal to his creator, so much so that the few aware of Asmodeus’ true nature suspect that Aesmadeva may actually come close to being a construct intellectually. This is untrue; Aesmadeva is simply incapable of turning against The Overlord of Hell. He is the perfect slave, his will completely subsumed by The Overlord’s power. When the time comes, the loyalty of Aesmadeva will be unleashed when The Overlord of Hell rises from his prison to rip down the current order and reconstruct the Cosmos in his image. Aesmadeva will be at his master’s side throughout the restructuring, destroying all those opposed to the new order. Combat Aesmadeva fights quickly and efficiently. He is capable of adjusting techniques to suit the situation. He rarely seeks a fair fight for to him the only fair fight is one that ensures his victory. If surprised, Aesmadeva will typically teleport away in order to observe his foes from afar and develop the proper means for their defeat. As Asmodeus’ bodyguard, Aesmadeva has access to resources beyond those listed above and is not above using them. Constrict (Ex): Aesmadeva deals 3d8+70 points of damage with a successful grapple check. Disease (Su): A creature struck by Aesmadeva’s bite attack must succeed on a DC 68 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Str). The save DC is Constitution based. Fear Aura (Su): Aesmadeva can radiate a 20-foot fear aura as a free action. A creature in the area must succeed on a DC 65 Will save or be affected as though by a fear spell (caster level 69th). A creature that successfully saves cannot be affected again by Aesmadeva’s aura for 24 hours. Dukes of Hell and higher ranked devils are immune to the aura, and lesser devils can be excluded from the effect should Aesmadeva so choose. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, Aesmadeva must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If Aesmadeva wins the grapple check, he establishes a hold and constricts. Poison (Ex): Injury, Fortitude DC 68, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution-based. Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, fireball, greater dispel magic, greater invisibility, greater teleport, meteor swarm, magic circle against good, mass hold monster, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 3/day - haste, see invisibility; 1/
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day - wish. Caster level 69th; DC 52 + spell level. Summon Devils (Sp): Four times per day, Aesmadeva can automatically summon nine lemures, osyluths, or barbazu; or six erinyes, cornugons, gelugons, or pit fiends. Such fiends always possess twice their standard HD and maximum hp. Nine times per day, he may call any one of the Ashmadia. Regeneration (Ex): Aesmadeva takes normal damage from epic, good-aligned silver weapons, and from spells or effects with the good descriptor. Possessions: Like the Ashmadia, Aesmadeva is outfitted with a number of items unique to this greatest of all pit fiend battalions. However, Aesmadeva is unique in that he alone carries Hell’s Wrath. Forged from the same metal that created Prince Lixer’s Eikonoclast, Hell’s Wrath is a huge +9 lawful power greataxe that appears to be forged from one piece of black metal, adorned only with a huge red symbol of Asmodeus on either side of the blade. It ignores all deflection bonuses to armor class and may strike incorporeal creatures with impunity. Aesmadeva also wears the Pain of Perdition, black iron +9 bracers of armor of moderate fortification. The Pain of Perdition can fire spikes as a +5 repeating great crossbow, although the bolts are automatically replenished from an extra-dimensional storage space. The bolts affect their target as an antimagic ray, requiring a Will save DC 36 to negate. They are also coated Aesmadeva’s own venom, forcing a Fortitude save 68 against that vile poison. If Aesmadeva is successfully struck in melee, the Pain of Perdition discharges 5d6 points of hellfire damage against his attacker. Finally, Aesmadeva carries the red Scale of Tiamat. As its name implies, it was forged from one of the very scales of the Dragon Queen herself, as tribute to the King of All Hell. Functioning as a bulwark of the great dragon, the Scale differs in that it is a tower shield rather than a large shield; furthermore, the bonus to armor class is a deflection bonus rather than a shield bonus. The Scale does not inflict any penalties on Aesmadeva’s attacks.
Space/Reach: 10 ft. /10 ft. Special Attacks: Briny deep summoning, call maelstrom, constrict, curses, disease, fear aura, improved grab, poison, spell-like abilities, spells, summon devils Special Qualities: Damage reduction 20/epic good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 15 and cold 15, regeneration 7, see in darkness, spell resistance 46, telepathy 200 ft. Saves: Fort +42, Ref +41, Will +41 Abilities: Str 37, Dex 32, Con 34, Int 30, Wis 28, Cha 26 Skills: Balance +40, Bluff +37, Climb +36 (+38 with ropes), Concentration +43, Diplomacy +28, Disguise +28 (+32 acting), Escape Artist +11 (+13 with ropes), Hide +22, Intimidate +37, Jump +21, Knowledge (arcana) +60, Knowledge (geography) +29, Knowledge (nature) +58, Knowledge (the planes) +41, Knowledge (religion) +29, Listen +29, Move Silently +30, Profession (sailor) +30, Search +30, Sense Motive +34, Spellcraft +66, Spot +44, Survival +40 (+46 above ground, +42 avoiding hazards, +44 on other planes, +42 tracking), Swim +57, Tumble +42, Use Rope +31. Feats: Cleave, Corrupt Spell, Dark Speech, Energy Admixture (cold), Energy Substitution (cold), Enlarge Spell, Great Captain, Iron Will, Leadership, Multiattack, Piercing Cold, Power Attack, Scribe Scroll, Ship's Mage, Track, Violate Spell, Widen Spell Epic Feats: Automatic Violate Spell (x2), Epic Leadership Climate/Terrain: Stygia, Fifth of the Nine Hells of Perdition Organization: Solitary (unique), or crew (9 pit fiends, 81 barregons, 270 hamatula) Challenge Rating: 34 Treasure: Rod of tyranny Alignment: Lawful Evil
It is often said of the barregons that their loyalty to Hell has been swallowed whole into the maw of Leviathan, the Prince of Stygia and the Eternal Traitor of Hell. Almost to the last, the barregons of Hell are more loyal to Leviathan than they are to the Hierarchy of Hell, spending their time plotting to undo the work of the Dark Ministry and, more importantly, the plots of the other Lords of the Nine - especially Asmodeus. In this pursuit, the barregons focus a lot of attention on the pit fiends that do business in Stygia since the greatest of the common devils are wholly under the grip of The Overlord. However, like so many things said about Hell, these rumors are not entirely accurate. Just as there are barregons loyal to Hell, there are also pit fiends loyal to Leviathan and Ariyan, Governor of Tantlin, is one such pit fiend. Ariyan has served as the Tantlin’s Governor for as far back as most gods can recall. To those outside Hell, her power over the primary city in Stygia is perceived as a reward for her steadfastness, her management of the River Styx, great diplomacy with the gods that have realms in the Perdition, and her control over petitioner souls. Indeed, even some devils believe that Ariyan’s status is a reflection of her success. And, in a warped way, both mortals and ignorant devils are accurate. Ariyan was successful and she was rewarded properly in a manner unique only to Hell. Tantlin is her eternal punishment for supporting Prince Leviathan when he killed Benzosia, the Queen of Hell. Ariyan served Leviathan
Ariyan, Governor of Tantlin Pit Fiend (8th Circle General of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful) Wizard 10/Sea Witch 9 Hit Dice: 28d8 + 19d4 + 564 (737 hp) Initiative: +11 Speed: 40 ft., fly 60 ft. (average) Armor Class: 48 (+5 armor, +11 Dexterity, +23 natural, -1 size), touch 20, flat-footed 32 Base Attack/Grapple: +38/+55 Attack: Rod of tyranny +59 melee (2d6+22); or claw +50 melee (2d8+13) Full Attack: Rod of tyranny +59/+54/+49/+44 melee (2d6+22), and bite +48 melee (4d6+6 plus poison plus disease) and 2 wings +48 melee (2d6+6) and tail slap +48 melee (2d8+6); or 2 claws +50 melee (2d8+13) and 2 wings and bite and tail slap
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faithfully in all things, although much of her “loyalty” was based upon fear and loathing. It was she who alerted Leviathan and Geryon about the Queen’s approach and it was she who planned the destruction of Benzosia’s honor guard. Shortly after Leviathan was stripped of his Lord-Regency, locked into a tremendous iceberg, and cast into the depths of the River Styx by Asmodeus, Ariyan was visited by Martinet. As befitting a pit fiend loyal to a Lord of the Nine, Martinet announced that Ariyan would be rewarded with a high honor: rule of Tantlin. However, because Ariyan selected the wrong Lord to support, she - like her master would be frozen for all eternity. She would never receive another promotion, recognition, or benefit within Hell. She would rule Tantlin and the waterways of Styx for all eternity, never to forget how her stupidity cost her. Ariyan is filled with suppressed rage, anger always lurking under the surface of her glassy demeanor. As Governor of Tantlin, she oversees the security of Stygia, Malbolge, Maladomini, and Cania and reports to Minister Zimimar of the Denomination of Morale. Theoretically, all transport on the River Styx is supervised by her and commands a large number of barregons, especially in Stygia. In reality, a stupid mistake has cost Ariyan much of her actual authority with these barregons. A particularly talented barregon known as Dulahad served as her lieutenant faithfully for many centuries. Rather than demote him to cornugon (and lose the use of his services), Ariyan had him constantly transferred to different positions within her command. Her plan worked well for a time since Dulahad succeeded beyond expectations constantly. However, one day he disappeared for nearly a year. When he returned, madness burned in his eyes, and a power potent and primal emanated from his body. He threatened the bitter pit fiend with her existence if she interfered with his actions in the future. Ariyan had no choice but to accede. Since that day, although she’s managed to transition Dulahad more completely under the Denomination of Strategy, she has had to cover up the loss of several lesser and least devils being sacrificed to the Styx, grant periodic leave to many barregons for their “pilgrimages”, and offer a goodly portion of her own wealth to the River. In return for this, Dulahad pretends to remain her servant, keeping his change a secret from Hell at large. Ariyan currently is considering whether or not she can gain more from following Dulahad into greatness or betraying him to the Dark Ministry. She is yet unsure whether she would be rewarded for exposing a hellspawn, or punished for allowing it to grow to maturity under her gaze in the first place. As she cannot leave Tantlin, Ariyan knows the city intimately and is capable of singling out new faces with perfect accuracy. However, because of this, Ariyan’s rule of the city has been haphazard and lackadaisical at best, particularly during the reign of Geryon. However, with the return of Leviathan, Ariyan is slowly regaining her old pursuit of perfection, hoping against all hope that one of Leviathan’s many plots releases him from
his prison, allowing him to gain his vengeance on Asmodeus, resulting in her own freedom. Ariyan appears as a very fat pit fiend with moist, drooping flesh and puffy eyes. Speaking in a gurgling voice, Ariyan is always looking for an excuse to bring misery to another. Ariyan carries little beyond her rod of tyranny, although she herself is usually carried in a sedan-chair by eight hamatulas. Combat Ariyan is always eager to beat some poor fool into the ground. In the event that a fight ensues, Ariyan will immediately invoke her fear aura and cast tyranny with her rod of tyranny. She will then enter into melee, targeting the weakest looking opponent. In the event that it appears that her targets may attempt to escape after angering her enough, Ariyan will use her rod of tyranny to lock the gates of Tantlin. Briny Deep Summoning (Sp): Twice per day (or at will within Stygia), Ariyan can summon forth creatures of the deep to aid her. She can summon one caller from the depths or scyllan, or 1d4+1 fiendish dire sharks, greater water elementals or elder tojandidas. Call Malestrom (Su): Once per day, or at will if in Stygia, Ariyen may create a maelstrom within one mile of her location that lasts for up to 9 hours. This can range in strength from a normal maelstrom up to a greater maelstrom in power. Ariyan's greater maelstrom empties into the Elemental Plane of Water only if she creates it in the waters of Stygia, otherwise it empties into Stygia. Constrict (Ex): Ariyan deals 2d8 + 26 points of damage with a successful grapple check. Curses (Su): Ariyan may awaken the dark side of the ocean's power to curse her foes. The curses are usable at will if she is within Stygia, otherwise she may use each of them twice per day. Curse of the Sea Witch: This functions identical to bestow curse except that a creature so cursed may remove it by spending an hour more than a mile away from the nearest large body of water. Curse of the Albatross: Ariyan may strike a ship and its crew, slowing the ship's movement rate by 10 feet, and inflicting a -4 penalty on the crew's Profession (sailor) and Swim checks. This curse cannot be removed by remaining away from water, but only through magical means such as break enchantment, remove curse or more powerful spells. Disease (Su): A creature struck by Ariyan's bite attack must succeed at a DC 36 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Fear Aura (Su): Ariyan can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 28th). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura. Improved Grab (Ex): To use this ability, Ariyan
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must hit a Medium or smaller opponent with her tail slap attack. If she gets a hold, she can constrict. Poison (Ex): Injury; Fortitude DC 36; initial damage 1d8 Constitution, secondary damage death. Regeneration (Ex): Ariyan takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day – meteor swarm and symbol of pain; 1/year – wish. Caster level 28th; DC 18 + spell level. Spells: Wizard spells per day: 4/7/7/6/6/6/6/4/3/2 Caster level 38th; DC 20 + spell level. As an infernal Governor, Ariyan has near limitless access to magical knowledge. Her spellbooks contain all of the spells found in the Player's Handbook, and many found in the Book of Vile Darkness and Spell Compendium. Ariyan favors spells that deal with water and ice of the Evocation and Conjuration schools, and also many abjurations. She tends to disdain spells from the Necromancy and Enchantment schools. Summon Devils (Sp): Thrice per day, Ariyan can automatically summon two lemures, osyluths, or hamatulas; or one erinyes, cornugon, or gelugon. Possessions: Aside from her rod of tyranny, Ariyan only wears bracers of armor +5, a cloak of resistance +5, and a ring of elemental command (water). Cohorts: Ariyan's first mate Bhunik is an arrogant and swaggering barregon who commands her flagship in her absence. Her favor is all that stops the pit fiend members of the crew from tearing him apart 26 HD barregon, legendary captain 10.
The Ashmadia Pit Fiends, Advanced Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 54d8+702 (1134 hp) Initiative: +18 Speed: 40 ft., fly 60 ft. (average) Armor Class: 72 (+9 armor, +10 deflection, +10 Dexterity, +26 natural, +9 profane, -2 size), touch 37, flat-footed 62 Base Attack/Grapple: +54/+91 Attack: Nessian Cleaver +87 melee (3d6+35 plus 2d4 negative levels 19-20/x3); or Pain of Perdition +76 ranged (4d6+14 plus anti-magic and poison); or claw +81 melee (3d8+29 + 1 vile) Full Attack*: Nessian Cleaver +87/+82/+77/+72 melee (3d6+35 plus 2d4 negative levels 19-20/x3) and bite +79 melee (6d8+19+1 vile plus poison and disease) and 2 wings +79 melee (3d6+19+1 vile) and tail slap (3d8+19+1 vile) or Pain of Perdition +76/+71/+66/+61 ranged (3d8+14 plus anti-magic and poison) or 2 claws +81 melee (3d8+29+1 vile), and bite and 2 wings and tail slap * If not holding their shields, the Ashmadia can make one claw attack as a secondary attack during a full attack action
Space/Reach: 15 ft. /15 ft.
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Special Attacks: Constrict 3d8+49, disease, fear aura, improved grab, poison spell-like abilities, summon devils Special Qualities: Damage reduction 25/epic, good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 30 and cold 30, regeneration 15, see in darkness, spell resistance 51, telepathy 500 ft. Saves: Fort +42, Ref +39, Will +43 Abilities: Str 50, Dex 30, Con 36, Int 31, Wis 31, Cha 31 Skills: Balance +16, Bluff +67, Climb + 77, Concentration +70, Diplomacy +22, Disguise +67 (+73 acting in character), Hide +59, Intimidate +73, Jump +87, Knowledge (arcana) +67, Knowledge (nature) +67, Knowledge (the planes) +67, Knowledge (religion) +67, Listen +67, Move Silently +67, Search +67, Sense Motive +67, Spellcraft +73, Spot +67, Survival +10 (+16 above ground, +16 on other planes, +16 tracking), Tumble +74 Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Flyby Attack, Great Cleave, Improved Bullrush, Improved Combat Expertise, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quicken Spell-like Ability (meteor swarm), Vile Natural Strike Epic Feats: Dire Charge, Epic Will, Superior Initiative Climate/Terrain: Any land and underground (Nessus) Organization: Solitary, pair, troupe w/ Aesmadeva ( 9 Ashmadia, 5-10 Nessian pit fiends and Aesmadeva) Challenge Rating: 39 Treasure: Triple Standard Alignment: Lawful Evil
The Ashmadia are the personal bodyguards and executioners of Asmodeus, Hell’s King. Numbering eight in all, these creatures are thought to be the oldest pit fiends after Aesmadeva, although no one knows for certain. Like their leader, The Ashmadia are totally devoid of any notion of betrayal of Hell and since Hell is invested and personified in the figure of its current King, they are incapable of betraying Asmodeus. In any event, as Nessian pit fiends, the Ashmadia are well aware of Asmodeus’ true nature. Their perfection marred only by the fact that they are not Aesmadeva, the Ashmadia have no names and are typically referred to based upon the draconic color each uses (i.e. the Azure and Sapphire Ashmadia, the Emerald and Jade Ashmadia, the Ebon and Onyx Ashmadia, and the Ashen and Sallow Ashmadia). Combat The Ashmadia typically engage foes at the orders of Aesmadeva, following their lord's strategy to the letter. If such is not the case, they usually open combat with a quickened meteor swarm. Following that, half of them charge to engage their foes in melee, while the other half launch corrupted fireballs at any foes still standing. They fight in pairs, making use of flanking and attacks of opportunity. During the subsequent rounds, the four engaging in melee attempt to direct their attacks at foes who appear to be avoiding the magical onslaught provided by the remaining Ashmadia. The four providing magical support typically alternate their attacks. One pair attempts to dispel magic and makes use of blasphemy afterwards. The second pair divides up the
battlefield using walls of fire. The third uses damaging attacks such as fireball, power word stun, and meteor swarm. Ifallies are out of the line of fire, these attacks are generally corrupted as well. The fourth attacks the minds of the enemy with mass hold monster, suggestion and charm person. The Ashmadia are no fools, and in the absence of Aesmadeva, will retreat via greater teleport once reduced to one-third of their hit points, or sooner if facing an obviously superior foe. They tend to cover their retreat by summoning devils to the fray, usually cornugons and gelugons. They also make use of their summoning power if the first few rounds of combat go against them, but not poorly enough for a retreat. In this case, Nessian pit fiends are generally summoned, alongside the cornugons and gelugons. The Ashmadia rarely summon lesser devils than this, seeing them as a waste of time. Constrict (Ex): The Ashmadia deal 3d8+39 points of damage with a successful grapple check. Disease (Su): A creature struck by one of the Ashmadia’s bite attacks must succeed on a DC 59 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Str). The save DC is Constitution based. Fear Aura (Su): The Ashmadia can radiate a 20 foot fear aura as a free action. A creature in the area must succeed on a DC 56 Will save or be affected as though by a fear spell (caster level 54th). A creature that successfully saves cannot be affected again by the aura for 24 hours. Dukes of Hell and higher ranked devils are immune to the aura, and lesser devils can be excluded from the effect should the Ashmadia so choose. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, the Ashmadia must hit with their tail slap attack. They can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Ashmadia wins the grapple check, it establishes a hold and constricts. Poison (Ex): Injury, Fortitude DC 59, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution based. Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, fireball, greater dispel magic, greater invisibility, greater teleport, magic circle against good, mass hold monster, meteor swarm, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, wall of fire; 1/week - wish. Caster level 54th; save DC 29 + spell level. Summon Devils (Sp): Four times a day, the Ashmadia can automatically summon nine lemures, barbazu, or osyluths, or six cornugons, erinyes, gelugons, or hamatulas. These devils may have twice their standard HD. The Ashmadia can also summon 3 Nessian pit fiends. Asmodeus has granted the Ashmadia this additional measure of power. Regeneration (Ex): The Ashmadia take normal damage from good-aligned silver weapons, and from
spells or effects with the good descriptor. Possessions: Seal of Malsheem (Minor Artifact). Each member of the Ashmadia bear a pentagram seal upon their foreheads, placed there by the hand of Asmodeus himself. This powerful brand bestows a +9 profane bonus to physical attacks, damage, armor class and the DCs of their spell-like abilities and special attacks. It also allows the Ashmadia's fear aura to affect any devil of pit fiend status or lower, if they so choose. The Ashmadia wield battleaxes forged from the souls of the damned. These powerful soulsteel items are +6 keen souldrinker axes, known as Nessian Cleavers. Black iron bracers surround the mighty pit fiends' forearms. These weapons, known as the Pain of Perdition, can fire spikes as a +5 repeating great crossbow, although the ammunition is automatically replenished from an extra-dimensional storage space. The bolts affect their target as an antimagic ray, requiring a Will save DC 36 to negate. They are also coated in the pit fiends' own venom, forcing a save against that vile poison. The bracers also serve as +9 bracers of armor of moderate fortification, and discharge 5d6 points of fire damage against those who strike them in melee. The Scales of Tiamat function as bulwarks of the dragon, save that they are tower shields instead of large shields, and the bonus to AC is a deflection bonus rather than a shield bonus. As their name implies, they were forged from the very scales of the Dragon Queen herself as tribute to the King of All Hell. The Scales do not inflict any penalties on the Ashmadia’s’ attacks. Two members of the Ashmadia possess a different color dragon shield, one for four of the five chromatic dragons; only Aesmadeva carries the red Scale of Tiamat.
Bezarakor, Stalker of Malbolge Bezekira (Hellcat) Huge Outsider (Evil, Extraplanar, Lawful) Hit Dice: 24d8+336 (444 hp) Initiative: +14 Speed: 80 ft. Armor Class: 34 (-2 size, +10 Dex, +16 natural), touch 18, flat-footed 24 Base Attack/Grapple: +24/+49 Attack: Claw +39 melee (6d6+17+1 vile) Full Attack: 2 claws +39/+34/+29/+19 melee (6d6+17+1 vile 19-20/x2) and bite +37 melee (8d8+8+1 vile 19-20/x2) Space/ Reach: 15 ft. /10 ft. Special Attacks: Frightful presence (DC 26), improved grab, pounce, rake (4d6+8+1 vile) Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., fast healing 5, invisible in light, resistance to fire 10, scent, spell-like abilities, spell resistance 32 Saves: Fort +30, Ref +27, Will +22 Abilities: Str 45, Dex 31, Con 36, Int 17, Wis 20, Cha 18 Skills: Balance +41, Climb +44, Hide +29, Intimidate +31, Jump +68, Listen +36, Move Silently +41, Spot +32, Survival +32, Swim +44, Tumble +41 Feats: Improved Critical (claw), Improved Initiative B, Improved Natural Attack (bite) Improved Natural Attack
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(claw), Improved Rapid Strike, Improved Toughness, Multiattack B, Rapid Strike, Run, Track B, Vile Natural Attack Epic Feats: Epic Speed Climate/Terrain: Malbolge, Fifth of the Nine Hells of Perdition Organization: Solitary (unique), or with pride (10-20 ultrezekiras) Challenge Rating: 20 Treasure: None Alignment: Lawful Evil
The greatest ultrezekira in existence is one of the Planes most fearsome predators. Fully 25 feet long from head to tail, this powerful beast roams Malbolge with his pride, preying upon weak and foolish devils that would venture out alone. The beast is capable of tearing apart an elder dragon, and has even supposedly destroyed a tarrasque. Occasionally he leaves Hell to hunt on the outer planes, leaving a swath of death in his path. Combat Bezarakor is straight forward in combat. He charges the largest foe, pounces, attempts to rake, and continues to tear into that foe until they are no more. Then he moves on to the next. If foes manage to converge on him, he teleports a short distance away and charges again. While direct and vicious, he is still very intelligent, and will adapt his strategy to account for terrain and other variables. If surprised, he generally does not waste time with his spell-like ability buffs unless obviously outmatched. When outmatched, Bezarakor teleports away and casts such spells in rapid succession before returning to combat. If stalking dangerous prey, he typically has them cast upon himself just before pouncing. Improved Grab (Ex): Bezarakor must hit with his bite attack to use this ability. He can then start a grapple as a free action. If he wins, he establishes a hold and can rake. Pounce (Ex): If Bezarakor charges he can make a full attack. Invisible in Light (Ex): Bezarakor is invisible in any lighted area lit enough for a human to see. In darkness he shows up as a faint outline up to 30 feet away. (60 feet for low light vision) Magical darkness smothers this glow. Spell-like abilities: At will—devil's eye, greater teleport; 3/day - expeditious retreat, razorfangs, sharptooth, superior magic fang. Caster level 24th. Skills: Bezarakor receives a +4 bonus on Listen and Move Silently checks.
Byzine, Master of the Order of the Fly Osyluth (9th Circle Major of the Legions of Hell) Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 30d8 + 10d6 (Epic Infiltrator) + 280 (450 hp) Initiative: +16 Speed: 40 ft.
Armor Class: 31 (+8 Dexterity, +15 natural, -2 size), touch 16, flat-footed 23 Base Attack/Grapple: +35/+52 Attack: Bite +42 melee (2d6+9) Full Attack: Bite +42 melee (2d6+9) and 2 claws +37 melee (1d6+4) and sting +37 melee (3d6+4 and poison) Space/Reach: 15 ft. /15 ft. Special Attacks: Sneak attack +4d6, spell-like abilities, summon devils Special Qualities: Damage reduction 15/good and silver; darkvision 60 ft., far senses (4/day, 220 ft.), immunity to fire and poison, improved cover identity, mind blank 1/ day, read thoughts 2/day, resistance to acid 10 and cold 10; see in darkness; specialist training, spell resistance 37; telepathy 200 ft. Saves: Fort +29, Ref +30, Will +27 Abilities: Str 29, Dex 26, Con 25, Int 21, Wis 21, Cha 20 Skills: Appraise +20, Bluff +66, Concentration +27, Disable Device +20, Diplomacy +50, Disguise +51 (+55 acting in character), Escape Artist +18, Forgery +28, Gather Information +70, Hide +44, Intimidate +28, Knowledge (local Nine Hells of Perdition) +45, Listen +50, Move Silently +50, Open Lock +38, Search +32, Sense Motive +36, Spot +50, Survival +5 (+9 tracking), Use Magical Device +25, Use Rope +8 (+10 with bindings) Feats: Alertness, Dark Speech, Greater Spell Focus (Enchantment), Improved Initiative, Investigator, Persuasive, Skill Focus (Bluff), Spell Focus (Enchantment), Run, Stealthy Epic Feats: Epic Skill Focus (Bluff), Epic Skill Focus (Gather Information), Polyglot, Superior Initiative Climate/Terrain: Maladomini, Seventh of the Nine Hells of Perdition Organization: Solitary (unique) or with 3-8 aides (20 HD osyluths) Challenge Rating: 25 Treasure: Standard Alignment: Lawful Evil
The Head of Internal Operations of the Order of the Flies has spent a near eternity developing ever new methods of gathering information for his master, the Lord of the Seventh. As such, he rivals Corin for the title of Master Spy of Hell. Indeed, Byzine was once a pupil of the Corin and served for a time (and still holds rank) in the Espionage Branch of Infiltration with high distinction until he was approached by Beelzebul. Now, Byzine and the Dark Minister have an unfriendly rivalry with each other, although on occasion they have worked together to the extreme success of both organizations. Byzine appears as a fifteen foot tall osyluth, with pale white flesh. His eyes dart about constantly, taking in every detail available. He is always calm and collected, even in the face of the anger of his superiors. He never loses his composure and maintains an observant and open mind in the face of imminent defeat. His voice is a monotone accompanied by ultrasonic undertones, like the droning of an insect. It is nearly hypnotic in nature, a facet that has led to some of his less wary rivals' demises. Byzine is a recipient of the Order of Perfection, the highest honor in Maladomini. Combat
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Byzine almost never has to engage in combat due to his ability to melt into the background or perpetuate his alter egos. If he is drawn into combat, Byzine favors quick, effective strikes that carry the least risk. He will typically try to evade his foes unless doing so would risk his exposure. In that case, Byzine will fight much as expected of his current guise until he can disengage or retreat, making use of his illusionary and enchantment powers. If a foe has discovered his true nature, Byzine will abandon all pretenses and attempt to destroy the enemy as swiftly as possible, using his poison, summoned devils and most powerful spell-like abilities to triumph. If reduced to one third of his hit points or less, or if faced with an obvious defeat, Byzine does not hesitate to teleport away, viewing his survival as paramount. Fear Aura (Su): As a free action, Byzine can create an aura of fear in a 5 foot radius. It is otherwise identical with fear cast by a 30th level sorcerer (save DC 30). If the save is successful, that creature cannot be affected again by Byzine's fear aura for one day. Other Devils are immune to the aura. Improved Cover Identities: Byzine has three cover identities, one of which has been twice improved. Currently, they are a scribe in Mephistopheles' library, a minor necromancer in the service of Orcus, and an advisor to a powerful solar by the name of Galarnuon. The advisor is the improved identity. While operating within an improved cover identity, Byzine receives a +4 bonus to Disguise checks and a +2 bonus on Bluff and Gather Information checks. (Or +8 Disguise and +4 Bluff and Gather Information when in his advisor identity.) Byzine also benefits from a constant undetectable alignment effect that is always active as a supernatural ability. Poison (Ex): Sting, Fortitude save (DC 32); initial damage 1d6 Strength, secondary damage 2d6 Strength. Specialist Training (Ex): Byzine has studied concealment and interaction (x2) for his specialist training. These bonuses are already included in his stat block above. Spell-like Abilities: At will- animate dead, charm person, dimensional anchor, doom, fly, greater teleport, invisibility, major image, suggestion, wall of ice. Caster level 30th; DC 15 + spell level. (DC 17 + spell level for enchantment) Summon Devils: Thrice per day, Byzine can automatically summon 6d8 lemures or 1d6 bone devils. These devils may have double HD. Possessions: While Byzine has no signature possessions, he does have access to any magical items with a value of 200,000 gold pieces or less. He frequently makes use of items that aid him with his cover identities. While impersonating the necromancer in particular, Byzine relies heavily on items to duplicate the effects of the magic he supposedly has at his disposal.
Doralma the Wretched Nupperibo
Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 14d8+42 (105 hp) Initiative: +8 (+4 Dexterity, +4 Improved Initiative) Speed: 20 ft., fly 20 ft. (poor) Armor Class: 19 (+4 Dexterity, +5 natural), touch 14, flatfooted 15 Base Attack/Grapple: +14/+19 Attack: Slam +20 melee (1d8+5 plus 1 Wisdom) Full Attack: 2 slams +20 melee (1d8+5 plus 1 Wisdom) Space/Reach: 5 ft. /5 ft. Special Attacks: Burning strike Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, metamorphosis, see in darkness, spell-like abilities, spell resistance 19, telepathy 50 ft. Saves: Fort +14, Ref +13, Will +12 Abilities: Str 20, Dex 19, Con 16, Int 5, Wis 16, Cha 11 Skills: Balance +21, Hide +21, Listen +20, Move Silently +21, Spot +20 Feats: Diehard, Endurance, Improved Initiative, Improved Natural Attack (slam), Weapon Focus (slam) Climate/Terrain: Minauros, Third of the Nine Hells of Perdition. Organization: Solitary (unique) Challenge Rating: 7 Treasure: None Alignment: Lawful Evil
This tormented devil is a slave in the court of Amir Quimath. Captured by daemon mercenaries, the maturing nupperibo serves as a curiosity to the Amir. Neither he, nor any other kyton, understands exactly what they have in their possession, but for now the pathetic creature forced into gladiator style matches to sate the kytons' repressed wrath at their diabolical overlords. For its part, Doralma is struggling to cope with its sudden sentience. It has attempted to send messages out of Jangling Hiter to the barregons, but so far all have been intercepted. Doralma is drawn to the Styx and his new impending duties, but as a prisoner, cannot leave. The torment from this condition extends far deeper than the body, to the very core of its reformed soul. Combat Doralma's limited intelligence makes him a predictable opponent: he lunges toward his nearest foe and pounds on them until they move no more. He is easily distracted and always attempts to attack the creature who struck him the hardest in the preceding round. Against groups of foes, he directs his attacks at two enemies rather than one alone. He has enough awareness to realize that his burning strike causes some foes to withdraw from harming him, which is enough reason for him to inflict it upon as many as possible. Burning Strike (Su): Doralma’s slam attack leaves behind a slimy residue that eats through the flesh of those it strikes. Creatures struck by Doralma’s slam take one-half the damage the following five rounds. Spell-like Abilities: At will - greater teleport (self plus 50 pounds only). Caster level 14th. Metamorphosis: Doralma has reached the most advanced stage of Nupperibo metamorphosis.
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Drochmar the Many Colored Squamugon Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 24d8+144 (252 hp) Initiative: +3 Speed: 30 ft., fly 60 ft. (good) Armor Class: 24 (+3 Dexterity, +12 natural, -1 size), touch 12, flat-footed 21 Base Attack/Grapple: +24/+38 Attack: Tail +33 melee (2d6 + 10 + 5d6 elemental damage) Full Attack: Tail +33 melee (2d6 + 10 + 5d6 elemental damage) and 2 claws +31 melee (1d6+5 19-20/x4) and 2 wings +31 melee (1d6+5) Space/Reach: 10 ft./10 ft. (15 ft. with tail) Special Attacks: Elemental affinity, spell-like abilities, summon devils Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to acid, cold, electricity, fire and poison, infernal channeling, regeneration 6, see in darkness, spell resistance 27, subdue, telepathy 200 ft. Saves: Fort +20, Ref +17, Will +18 Abilities: Str 30, Dex 16, Con 22, Int 16, Wis 15, Cha 20 Skills: Appraise +19, Bluff +32, Concentration +26, Diplomacy +44, Disguise +25 (+29 acting), Intimidate +34, Knowledge (arcana) +28, Knowledge (nobility and royalty) +28, Knowledge (the planes) +23, Listen +22, Sense Motive +29, Spellcraft +28, Spot +22, Survival +2 (+4 on other planes, +4 tracking) Feats: Cleave, Dark Speech, Flyby Attack, Improved Critical (claw), Improved Natural Attack (tail), Iron Will, Magical Aptitude, Multiattack, Power Attack Climate/Terrain: Avernus, First of the Nine Hells of Perdition Organization: Solitary (unique), or Chromatic Flight (Drochmar plus 1 20HD squamugon of each rank) or with 1d3 adult chromatic dragons Challenge Rating: 15 Treasure: Coat of Many Colors, Ring of Dragon Friendship, Claws of the Ripper1 Alignment: Lawful Evil
Drochmar serves as Hell's head diplomat to Lady Tiamat. As the most powerful squamugon in Perdition, his relationship with Lady Tiamat causes even more speculation and rumor as to the mysterious connection between the squamugons and chromatic dragon kind. Drochmar plays up this reputation to the hilt, always strengthening his connection with Tiamat whenever possible. Calling himself the Many Colored, he also fancies the title of "The Prismatic Squamugon." Haughty and arrogant, Drochmar is ill-liked within the courts of Hell, although he is careful never to misstep in the dangerous game of Perdition's politics. He is not above using his draconic connections to his advantage however, and that fact alone is enough even to give even pit fiends pause to evaluate the situation. Drochmar is too canny to use outright threats or demands against superiors, but those in the courts still eagerly wait for the day the prideful devil is humbled. Well aware of this, Drochmar finds a multitude of reasons to remain with Lady Tiamat rather than his brethren for most of his time.
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Drochmar appears to possess large black scales at first glance. Closer inspection however, reveals that they are actually all five chromatic colors, and just so tightly packed as to give the appearance of black. Other than his large powerful frame and unusual coloration, Drochmar looks like a standard squamugon. He wears his cloak, the Coat of Many Colors, at all times, and a ring proclaiming his status as ambassador to Tiamat. He speaks in a condescending manner, and expects his orders to be obeyed immediately. He is usually found with his five chief lieutenants, collectively known as the Chromatic Flight. They are 20HD squamugons, one of each color. Drochmar is also often encountered with chromatic dragons or half dragons, of varying ages and power. Combat As arrogant as the dragons he fancies, Drochmar affects a superior attitude in combat. His coat of many colors protects him from most attacks, so he engages in melee with impunity, moving from foe to foe inflicting damage. If faced with a particularly powerful melee adversary, Drochmar will attempt to charm or command the enemy into attacking the rest of his foes. If he imagines himself in any real danger, he activates his prismatic sphere. Once this is in place, he summons squamugons and flings elemental pain from relative safety. He will also summon squamugons if he is reduced to half of his hit points or grows bored with combat. Drochmar does not retreat until he is reduced to one fifth of his hit points or less. Elemental Affinity (Su): Drochmar holds the highest rank possible of a squamugon, that of All Colors. This is a self styled rank, and it is unsure why exactly Drochmar is allowed to indulge this arrogance. Regardless, he possesses the strengths of all lower ranks. He is immune to acid, cold, electricity, and fire, and deals 1d6 points of each type of damage (cold, fire, electricity, acid, and corrupt) with a successful attack. Infernal Channeling (Ex): Drochmar can select to grant this boon to any arcane spellcaster possessing fewer than 24 caster levels. When within 20 feet of the selected spellcaster, he bolsters the beneficiary’s casting power by nine levels. This boost may be used up to three times per day at no penalty and may be activated as a free action by the caster. For each additional spell cast after the third, the caster suffers a 30% chance of the spell backfiring. If the spell is intended to cause damage or adversely affect another being, the spell instead affects the caster or else another individual of Drochmar’s choosing. Thus, if a fireball is cast by a 10th level sorcerer, but is enhanced to 19th level in terms of its variable effects and range, the sorcerer would suffer a 30% chance of the spell backfiring, either causing harm to himself or to another nearby ally if Drochmar so desires. Whenever the caster uses spell completion devices, he suffers a -3 penalty to checks for magic beyond his capacity. When using spell trigger devices, the caster
must be at least the same level as that necessary to create the item. Any time a backfire occurs, there is a flat 30% chance that the caster dies immediately even if he did not suffer enough damage. If the caster dies by this 30% chance or due to the damage caused by a backfire, his soul is trapped within his body for a few precious moments during which time Drochmar will offer him a bargain. The caster may return to life immediately at that moment and permanently retain a +6 bonus to his Intelligence or continue into the afterlife. If the caster accepts, he returns as irredeemably Lawful Evil and a slave to Hell; he is usually informed at a later date by Drochmar himself as to his new role in the Material Plane. If the caster declines the offer, his soul progresses to its final destination in the Realities Beyond. Subdue (Ex): If defeated in battle or confronted in a hostile manner by an arcane spellcaster, Drochmar may be subdued and forced into servitude. The spellcaster must make an Intimidate check, receiving a +1 bonus per caster level, against Drochmar. A successful Intimidate check results in Drochmar behaving under the effects of planar binding as cast by a 12th level caster (or the character’s caster level, which ever is higher). The binding lasts for one day per point by which Drochmar failed the check. Drochmar never intentionally loses a contest; his arrogance refuses to allow him to serve a lesser being. Spell-like Abilities (Sp): At will - alter self, charm person, command, desecrate, detect good, dispel magic, greater teleport (self plus 50 pounds only), produce flame (also acid, cold and electricity), pyrotechnics, scare, suggestion. Caster level 24th; DC 15 + spell level. Summon Devils (Sp): Thrice per day, Drochmar can attempt to summon 4d6 lemures with a 95% chance of success or attempt to summon 1d8 squamugons of any elemental affinity with a 80% chance of success. These devils may have twice their standard HD. Regeneration (Ex): Drochmar takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor. He suffers maximum damage from holy water. Possessions: Drochmar possesses the coat of many colors. The Coat of Many Colors is a brilliantly dyed cotton cloak that grants a 33% miss chance on attacks against its wearer. Those who fail to strike due to the miss chance are automatically struck by a prismatic spray effect. The wearer of the Coat may use scintillating pattern 3/day, and prismatic sphere 1/day. Caster level 20th; DC 24 where applicable. Drochmar also wears a ring of dragon friendship and claws of the ripper1 1
Found in the Draconomicon
Dulahad, Admiral of the Styx Barregon (3rd Circle Admiral of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 45d8+270 (630 hp) Initiative: +15 (+7 Dexterity, +8 Superior Initiative) Speed: 30 ft., fly 90 ft. (average) Armor Class: 47 (+7 Dexterity, +31 natural, -1 size), touch 16, flat-footed 40 Base Attack/Grapple: +45/+57 Attack: Claw +52 melee (3d6+8+1 vile plus 1 Wisdom and fatigue) Full Attack: 2 claws +52 melee (3d6+8+1 vile plus 1 Wisdom and fatigue) and 2 wings +50 melee (1d6+4+1 vile) and bite +50 melee (1d10+4+1 vile) Space/Reach: 10 ft./10 ft. Special Attacks: Amnesia touch, fatigue touch, fear aura, spell-like abilities, summon devils Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunities, nondetection, resistance to acid 20 and cold 20, regeneration 15, see in darkness, spell resistance 42, sealed mind, telepathy 400 ft., true seeing Saves: Fort +30, Ref +31, Will +33 Abilities: Str 27, Dex 25, Con 23, Int 26, Wis 24, Cha 26 Skills: Balance +39, Bluff +45, Concentration +43, Diplomacy +43, Disguise +8 (+12 acting), Escape Artist +39, Gather Information +54, Hide +35, Intimidate +49, Knowledge (arcana) +25, Knowledge (local - Nine Hells of Perdition) +35, Knowledge (nature) +10, Knowledge (the planes) +45, Listen +41, Move Silently +39, Profession (sailor) +40, Ride +24, Search +45, Sense Motive +39, Spellcraft +35, Spot +46, Survival +54 (+58 on another plane, +58 when tracking), Use Rope +7 (+11 with bindings). Feats: Combat Expertise, Combat Reflexes, Corrupt Spelllike Ability, Dark Speech, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (acidball), Quicken Spell-like Ability (major image), Quicken Spell-like Ability (suggestion), Vile Natural Attack, Violate Spell-like Ability Epic Feats: Blinding Speed, Spellcasting Harrier, Superior Initiative Climate/Terrain: Stygia, Fifth of the Nine Hells of Perdition Organization: Solitary (unique), in chariot with 2 ultrezekira, or Grand Pilgrimage (Dulahad, 4-10 barregons, and 10-50 wraiths and zombies). Challenge Rating: 30 Treasure: Standard Alignment: Lawful Evil
Dulahad is responsible for keeping all portals properly manned and diligently watched, as befits his position as Gate Master of the Styx. However, his existence is tortured by the might he has gained. His metamorphosis is nearly complete, and his entire body shakes with power. Determined not to succumb to the voices in his head whispering of immortality and divinity, he carries on his vigil over the Styx with a doggedness that would do him credit, were he not completely insane. Dulahad has sworn himself in the service of the Styx, which he worships as a deity. He is convinced that the Styx is the source of his power, and he is its chosen champion. As such, he offers all of his foes to the Styx, from which they typically rise as wraiths and zombies. These "Styxslain" patrol the shores of the mighty river, slaying any non-devils they come upon. Dulahad considers them the children of his god, and he their caretaker. The destruction of any of them results
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in a frenzied investigation for their murderers, a horrible fate awaiting those caught by the mad devil. Dulahad also requires a pilgrimage from every barregon each century. During this, the barregon must physically travel 666 miles of the Styx, offering a sacrifice every mile. Sacrifices include anything from a trapped soul, to large amounts of mortal flesh (living or otherwise). Needless to say, a barregon about to begin a pilgrimage is a foe to be avoided at all costs. Dulahad’s duty to the Strategic Branch of the Navy brings him in constant contact with Ariyan and with Dagos. To Hell at large, Dulahad is Ariyan’s loyal lieutenant, although an often absent one. However, the truth is as his direct superior, Ariyan was unwittingly the cause for his transformation. Her bitterness at her own curse caused her to be overlong with promoting those deserving. Rather than allow Dulahad to be turned into a cornugon when his tenure and service merited it, she had him transferred to other departments in her command. Once his mutation began, however, the tables turned. He informed Ariyan in no uncertain terms that her fate would be eternal destruction should she try to interfere in his dealings. He would carry out his duties on his own terms, in his own way. Unable to resist his newfound power, Ariyan capitulated, albeit reluctantly. Today the two hold a tense alliance with each other and maintain the illusion that the pit fiend is still completely in control. So far, Dulahad remains ignorant of the fact that Dagos has long since grown suspicious and is beginning to investigate. Dulahad travels in a chariot pulled by two ultrezekira. He wears a hooded robe that covers his entire body from head to toe, and allows him to hide his appearance. He rules the barregons unseen, punishing those who are lax in their duties with destruction. He is a legend among them; their motivation to stay alert in their guardianship. When he speaks, it is in an unnerving whisper that echoes telepathically in one's head. Combat Dulahad opens combats with a quickened acidball and a forcecage. He then uses a quickened major image and his summoning powers to create an army of allies. His illusionary forces generally make use of spell-like abilities, while the true reinforcements are ordered into melee. Through it all, Dulahad attempts to avoid melee, but if confronted, he will make quick use of his amnesia touch to eliminate the threat. He generally stays to the fringes of combat, using spell-like abilities such as dispel magic, hold monster, and wrack to hinder his foes. As his summoned and illusionary forces are downed, he replaces them with more. Dulahad attempts to retreat if he is reduced to half of his hit points or less, but he carries a long grudge and will continue to harass those who defeat him. Those defeated by Dulahad are thrown into the Styx, whether they were beaten through death, subdual, or surrender. Amnesia Touch (Su): Dulahad is the master of manipulating the foul energies of the River Styx. 9/day,
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he can channel his feeblemind power through his infernal touch as a free action. The victim must succeed a Will save DC 40 or succumb to the effects of feeblemind as the spell as though cast by a 45th level sorcerer. Fatigue Touch (Su): Dulahad’s touch causes fatigue in those that fail a Fortitude saving throw DC 40. The save DC is Charisma-based. Fear Aura (Su): Dulahad can radiate a 5-footradius fear aura as a free action. A creature in the area must succeed on a DC 40 Will save or be affected as though by a fear spell as cast by a 45th level sorcerer. A creature that successfully saves cannot be affected again by Dulahad’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based. Immunities (Ex): Dulahad is immune to fire, poison, polymorph or other form altering attacks, and mind affecting effects. Metamorphosis: Dulahad has reached the maximum stage of barregon metamorphosis. He is due for transformation into a malefircareim. Regeneration (Ex): Dulahad takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor. Sealed Mind (Ex): As the supreme guardian of the River Styx, Dulahad possesses an innate immunity to the river’s memory sapping powers. He is immune to any effect that would damage, drain, or otherwise harm his Intelligence, Wisdom, or Charisma scores. Spell-like Abilities (Sp): At will - acidball (as fireball), analyze portal, animate dead, charm person, desecrate, detect good, detect magic, dimensional anchor, dispel magic, feeblemind, forcecage, greater invisibility, greater teleport (self plus 50 pounds only), hold monster, knock, magic circle against good, major image, polymorph, sending, suggestion, trap the soul, wrack; 3/day - imprisonment, improved portal alarm, mass hold monster, plane shift, seal portal. Caster level 45th; DC 18 + spell level. Summon Devils (Sp): Thrice per day, Dulahad can automatically summon 6d8 lemures, 2d6 squamugons, 1d8 hamatulas or 6 barregons. These devils may have twice their standard HD.
Foulblaze the Lowly Spinagon Small Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 15d8+30 (97 hp) Initiative: +12 (+8 Dexterity, +4 Improved Initiative) Speed: Fly 120 ft. (average) Armor Class: 24 (+8 Dexterity, +5 natural, +1 size), touch 19, flat-footed 16 Base Attack/Grapple: +15/+11 Attack: Talon +23 melee (1d6 + 1d6 fire and blaze) or spike +23 melee (1d6 + 1d6 fire and blaze) Full Attack: 2 talons +23 melee (1d6 + 1d6 fire and blaze) or 2 spikes +23 melee (1d6 + 1d6 fire and blaze) Space/Reach: 5 ft. /5 ft. Special Attacks: Blaze, spell-like abilities, summon devils Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to
acid 10 and cold 10, see in darkness, spell resistance 21, spike generation, telepathy 100 ft. Saves: Fort +11, Ref +19, Will +11 Abilities: Str 10, Dex 26, Con 14, Int 13, Wis 14, Cha 15 Skills: Bluff +20, Diplomacy +22, Gather Information +20, Hide +30, Intimidate +4, Listen +20, Move Silently +26, Search +19, Spot +26, Survival +2 (+4 tracking), Use Magic Device +20 Feats: Combat Expertise, Flyby Attack, Improved Initiative, Lightning Reflexes, Quicken Spell-like Ability (greater teleport), Weapon Finesse Climate/Terrain: Nine Hells of Perdition. Organization: Solitary (unique) Challenge Rating: 9 Treasure: Standard Alignment: Lawful Evil
Foulblaze the Lowly serves as Merorem the Darkwind's scribe. For a thousand years he has faithfully recorded the histories of the world, both before and after the Darkwind had tampered with the time stream. His duty is to report any issues with the new flow of time to his master immediately, so that the attentions of greater cosmic entities of Time will not be drawn. Foulblaze carries out his duties most seriously, knowing that to fail them will mean a long and painful demise. He has seen his master cast people into partial temporal loops, forcing them to relive the most painful moments of their lives a billion times over. Such a fate is to be avoided at all costs. In his true form, Foulblaze appears as a standard spinagon three feet tall, with the coloration of a shimmering starry sky. He speaks in a rapid manner, and appears anxious to conclude any business at hand as quickly as possible. When matters call for a more impressive appearance, Foulblaze uses his illusionary magic to affect the appearance of an elderly tiefling with two small horns on his forehead and a pointed gray beard. No matter what his form, the symbol of Merorem always is present on the back of his right hand. Combat Foulblaze does not engage in combat unless he cannot escape through teleport, or ordered to by Merorem (a rare occurrence to be sure). His position is one of observation, not combat. However, should it become unavoidable, Foulblaze uses his Combat Expertise to the maximum, goes on full defense, summons reinforcements, and uses minor image to create other false threats. He is completely and unashamedly a coward once a fight begins. He keeps out of danger as much as possible, using stinking cloud and his spikes to remain safe. He will make use of scrolls and wands as well, focusing them expertly on weak targets (enchantments on melee types, transmutations and evocations on spellcasters). If possible, Foulblaze uses change self to assume the appearance of an innocent bystander, and escapes while his minions buy him time with their lives. Blaze (Su): Foulblaze is constantly wreathed in tiny flickering flames. Any creature struck by his talons or
spikes must make a Fortitude save DC 19 or catch on fire, taking 1d6 points of fire damage per round until extinguished. Rolling on the ground grants one a +2 circumstance bonus on the save. Holy water immediately quenches the flames. The save is Constitution based. Spell-like Abilities: At will - change self, greater teleport (self plus 50 pounds only), produce flame, stinking cloud, suggestion; 3/day - hold person, minor image. Caster level 15th; save DC 12 + spell level. Spike Generation (Ex): Foulblaze can launch 2 barbed spikes from his body each round as standard action. The spikes re-grow within a round, giving him unlimited ammunition. Summon Devils (Sp): Thrice per day, Foulblaze can attempt to summon 1d6 spinagons with an 80% chance of success. These devils may have twice their standard HD. Possessions: Foulblaze wears a tiny emerald cloak with three pockets on the inside. This functions as a Heward's handy haversack. Foulblaze usually has at least 1 6th level scroll and 4 5th level scrolls on him at all times. He also carries a wand of lightning bolt (caster level 10th) with at least 20 or more charges remaining.
Gathgorian, Supreme Command Sergeant Major of the Pits Cornugon Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 45d8+405 (607 hp) Initiative: +16 (+8 Dexterity, +8 Superior Initiative) Speed: 30 ft., fly 50 ft. (average) Armor Class: 51 (+5 armor, +5 deflection, +8 Dexterity, +25 natural, -2 size), touch 21, flat-footed 43 Base Attack/Grapple: +45/+70 Attack: Soul Lasher +65 melee (3d6+30 plus 1 Constitution and stun 19-20/x2) or claw +60 melee (3d6+17) Full Attack*: Soul Lasher +65/+60/+55/+50 melee (3d6+30 plus 1 Constitution and stun 19-20/x2) or 2 claws +60 melee (3d6+17) and bite +58 melee (3d8+8) and tail +58 melee (3d6+8 and infernal wound)
* Gathgorian can make bite and tail attacks in addition to attacks with Soul Lasher as a full attack
Space/Reach: 15 ft. /15 ft. (30 ft. with spiked chain) Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devils Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 25 and cold 25, regeneration 15, see in darkness, spell resistance 44, telepathy 400 ft.. Saves: Fort +33, Ref +32, Will +30 Abilities: Str 45, Dex 27, Con 29, Int 20, Wis 22, Cha 26 Skills: Bluff +56, Climb +65, Concentration +57, Diplomacy +20, Disguise +8 (+14 acting), Hide +48, Intimidate +56, Knowledge (tactics) +53, Listen +54, Move Silently +56, Search +53, Sense Motive +54, Spot +54, Survival +54 (+60 tracking), Swim +65 Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Bullrush, Improved Critical (spiked chain), Improved Initiative, Improved Sunder, Improved Trip, Multiattack, Power Attack, Vio-
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late Spell-like Ability Epic Feats: Blinding Speed, Dire Charge, Superior Initiative Climate/Terrain: Avernus, First of the Nine Hells of Perdition. Organization: Solitary (unique) Challenge Rating: 32 Treasure: Double Standard Alignment: Lawful Evil
Gathgorian is the brutal Supreme Command Sergeant Major of the Infernal Denomination of Strategy. As the highest ranked non-commissioned officer in the Legions, he directly advises Marshal Dagos on all matters military. He has held his position as long as there has been a Dark Ministry, appointed by the first Dagos. His no nonsense attitude and overly pragmatic nature have been the cause of his continued success. He is neither subservient nor rebellious in his dealings with the Marshal as he merely advises as he sees fit. Gathgorian is completely aware of the maximum capability of every single combat unit in the Legions of Hell, and he demands that that capability is met. He accepts no excuse, brooks no insult, and allows no failure. He is quick to recognize devils that have proven themselves worthy of a higher station, and also ruthless in his demotion of those who continually show themselves unfit. Gathgorian is blunt and straight to the point, even when dealing with Infernal nobility. He approaches politics in the same manner as he does war, which is the main reason the Marshal keeps him on the lines of battle so often. Of course, this suits Gathgorian just fine. He is most happy when he is crushing the skull of a filthy demon between his powerful hands. Gathgorian is a fifteen foot tall muscular cornugon with red and purple colored scales. His voice is a rough sounding rasp, capable of roaring commands over the din of combat. His eyes are like miniature red suns and his gaze is as unnerving as it is penetrating; many have looked into his flaming red orbs to see their doom written there. Combat Gathgorian opens combats with a dire charge if possible or a violated lightning bolt if not. He engages in melee as quickly as possible, making use of his fear aura to break up foe formations. He is not above detonating fireballs on himself if enemies press in around him. He also will frequently launch fireballs at groups of weak bystanders or combatants, and cast animate dead on them the following round. He understands the value of his spell-like abilities and employs them to their greatest possible effect; however his preferred tactic is to use his vicious Soul Lasher. When he is fighting alone, he generally uses his vile chain to rend his foes asunder, but when at the head of an army, he moves through the ranks of lesser soldiers, tripping them and sundering their weapons to make them easier targets for his own troops. Gathgorian summons reinforcements immediately if combat does not go as he has anticipated or if he is
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faced with an overwhelming force. He almost always summons more cornugons, although if faced with a large force composed of weak beings, he will bring hordes of hamatula to wreak havoc instead. Gathgorian does not retreat unless faced with an obvious losing battle or he is reduced to one sixth of his hit points or less. He is a proud warrior, and dislikes losing face. Fear Aura (Su): Gathgorian can radiate a 10-foot radius fear aura as a free action. A creature in the area must succeed on a DC 40 Will save or be affected as though by a fear spell as cast by a 45th level sorcerer. A creature that successfully saves cannot be affected again by Gathgorian’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based. Infernal Wound (Su): The damage dealt by Gathgorian’s tail attack causes a persistent wound. The injured creature loses 3 hp per round, and the wound does not heal naturally. The loss can be stopped by a DC 41 heal check, or by a cure or heal spell. However, the caster of the healing spell must succeed at a caster level check DC 41 or the spell is lost with no effect. A successful heal check stops the bleeding and restores any lost hit points due to the wound. Spell-like Abilities: At will- animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, fireball, greater teleport (self plus 50 pounds), lightning bolt, magic circle against good, persistent image, produce flame, pyrotechnics, suggestion, wall of fire. Caster level 45th; DC 18 + spell level. Stun (Su): Creatures struck with Gathgorian’s spiked chain whip must succeed at a Fortitude save DC 54 or be stunned for 1d4 rounds. Summon Devils (Sp): Thrice per day, Gathgorian can automatically summon 6d8 lemures, 2d6 barbazu or hamatula, or 6 cornugons. These devils may have twice their standard HD. Regeneration (Ex): Gathgorian takes normal damage from good aligned silver weapons and from spells and effects with the good descriptor. Possessions: Gathgorian fights with Soul Lasher, a specially crafted +5 spiked chain whip, forged from links of adamantine, mithral, silver, and cold iron. It penetrates damage reduction as if it were any of those types of material. The chain also possesses the ghost touch and wounding special abilities, and adds its enhancement bonus to the DC of Gathgorian's Stun attack. Gathgorian also wears two gauntlets that function as both bracers of armor +5 and a ring of protection +5. The gauntlets are also enchanted to shatter weapons, any weapon that successfully strikes Gathgorian in melee must make a fortitude save DC 35 or be sundered.
Gazra, Governor of Abriymoch Pit Fiend (8th Circle General of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful) Rogue 10/Guardian Paramount 7 Hit Dice: 30d8 + 17d6 + 376 (570 hp) Initiative: +16
Speed: 40 ft., fly 60 ft. (average) Armor Class: 46 (+6 armor, +8 Dexterity, +23 natural, -1 size), touch 17, flat-footed 40 Base Attack/Grapple: +39/+58 Attack: Rod of tyranny +62 melee (2d6+24); or claw +53 melee (2d8+15) Full Attack: Rod of tyranny +62/+57/+52/+47 melee (2d6+24) and 2 wings +51 melee (3d6+7) and bite +51 melee (4d6+7 plus poison and disease) and tail slap +51 melee (2d8+7); or 2 claws +53 melee (2d8+15) and 2 wings and bite and tail slap Space/Reach: 10 ft. /10 ft. Special Attacks: Constrict, fear aura, improved grab, sneak attack +5d6, spell-like abilities, summon devils Special Qualities: Adjust probability, damage reduction 15/ epic good and silver, darkvision 60 ft., evasive preceptor, immunity to fire and poison, improved evasion, improved uncanny dodge, protective aura, resistance to acid 15 and cold 15, regeneration 8, see in darkness, spell resistance 46, telepathy 100 ft., trap finding, trap sense +3, uncanny dodge, uncanny dodge enabler Saves: Fort +34, Ref +36, Will +40 Abilities: Str 40, Dex 27, Con 27, Int 26, Wis 32, Cha 31 Skills: Balance +10, Bluff +62, Climb +36, Concentration +29, Decipher Script +21, Diplomacy +60, Disguise +31 (+37 acting), Gather Information +41, Hide +48, Intimidate +62, Jump +38, Knowledge (arcana) +41, Knowledge (local) +31, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (the planes) +45, Knowledge (religion) +35, Listen +61, Move Silently +42, Perform (oratory) +20, Search +44, Sense Motive +60, Sleight of Hand +23, Spellcraft +39 (+41 with scrolls), Spot +55, Survival +35 (+39 on another plane, +39 tracking), Tumble +31, Use Magical Device +24 (+28 with scrolls) Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Improved Combat Expertise, Improved Initiative, Investigator, Leadership, Lightning Reflexes, Mage Slayer, Multiattack, Pierce Magical Concealment, Power Attack, Track Epic Feats: Blinding Speed, Epic Combat Expertise, Epic Leadership, Epic Reputation, Superior Initiative Climate/Terrain: Abriymoch, Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary (unique), or pair (Gazra and Fierana), or troupe (9 pit fiends, 27 cornugons, 81 hamatula) Challenge Rating: 34 Treasure: Rod of tyranny and other possessions
Gazra is one of the most powerful pit fiends not directly associated with the Courtiers of Perdition. Technically serving under Dark Minister Zimimar, Gazra is far more closely intertwined with the politics of Phlegethos. Indeed, of his many responsibilities, including governing Abriymoch and overseeing the security of Hell’s first four Perditions, Gazra takes his role as Lady Fierana’s bodyguard and lover the most seriously. Indeed, Gazra is totally committed to the Grand Duchess of Phlegethos, although he takes severe pains to disguise his perverse affection - he is in love with her from all, including Fierana herself. Gazra has served as the Security Master for the Four Lower Perditions for over a thousand years and controls the most hamatulas in Hell beyond the infiltrators of the Blood War. However, he only recently (the past century) assumed the status of governor of Abriymoch and,
consequently, stewardship over the Lake of Fire. These new appointments all came at the personal behest of Lady Fierana and, at least publicly, have the support of Arch Duke Belial. To date, Gazra has done a superlative job with his expanded duties. His security forces have uncovered plots against the Lords of the Fourth, incursions into Phlegethos, and even an attempt from a few barregons to bathe within the Lake of Fire. However, Gazra is far more interested in politics than he is in continuing with the Legions of Hell. His canny ability to use his resources to blackmail and cajole even Dukes of Hell has earned him regular invitations to the Court of Phlegethos. He has even been in the Gatherings of Perdition in Nessus a number of times. Although most suspect that Gazra’s interests are to solely perpetuate his own power, in truth he is also interested in seeing the rise of his secret love, Fierana. Everything Gazra has done to for the past millennium has revolved around putting him in a position to see Fierana’s rise to power. Every Duke he has crossed, every rival pit fiend he has cowed, every spy in his employ, every action Gazra has taken is dedicated to increasing Fierana’s authority. Gazra is well aware of the game he is playing. Should his perverted affections be discovered, his successes would wither into smoke and he would likely suffer at best an immediate demotion if not annihilation. Somehow, though, Gazra has concealed not only his goals but his love. Gazra has a cool relationship with his true master, Zimimar. Both fiends are well aware of Gazra’s status in Hell and Zimimar reluctantly accepts that she can only expect so much from the Governor of Abriymoch as it relates to military service; Gazra, for his part, has done everything to reveal his lack of interest in performing additional duties for the Legions of Hell. Still, Gazra is wise enough to know when he has to make concessions. The Governor of Abriymoch is universally hated by most of the Dukes of Phlegethos, particularly those of fiendish origins as they have suffered severely from his blackmail and extortion. However, they all know that he is a favorite of Fierana and leave him be for now. Fierana is delighted with Gazra. While she has no idea as to the depths of his affection, she does know that he is almost stupidly loyal to her and manipulates his emotions. Fierana has expertly created a great rift between her father and Gazra, hoping that one day the Governor will dash all caution aside and join her in a bid to cast Belial down. Belial is well aware of Gazra’s contempt, but could not care less. So far as Belial is concerned, Gazra is a lowly pit fiend, a mere play thing of his daughter and, when she grows tired of him, he will be crushed. For the time being, Belial allows Gazra great lee-way within Phlegethos because it suits his purposes (chief among those, keeping the Dukes of Phlegethos in check). Gazra is appears as a fiery, red pit fiend in black leather armor covered in silver spikes. He usually wears a great black cloak and always carries his rod of tyranny. He speaks slowly and with great care, never jumps to conclusions, and is an excellent judge of char-
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acter…except where Fierana is concerned. Combat If engaged in combat by himself or with normal devils, Gazra casts greater invisibility and unholy aura on his person before moving in for sneak attacks on his foes. He reserves his usage of adjust probability for successful attacks against his own person rather than benefiting any of his troops. He likes to single out and close with mages, who are especially vulnerable to his attacks of opportunity. If attacked while with Fierana, his first action is to use his protective aura on her. He remains by her side as best he can, using his Epic Combat Expertise to increase her own armor class as much as possible. His evasive preceptor is largely useless to defend her, as she already possesses improved evasion, but he will have already activated his uncanny dodge enabler on her person. As Fierana likes to dance around the battlefield, Gazra is often hard pressed to keep up with her. Due to his lower than normal caster level for his spell-like abilities, he rarely uses them offensively on foes with spell resistance. Against mortal enemies, however, he is not at all above detonating fireballs on his own person to clear away those who get too close. Adjust Probability: Twice per day (or at will if in Phlegethos) Gazra may force a creature within 25 feet of him (enemy or ally) to reroll an attack roll, check or saving throw as an immediate action. He may only use this ability once per round, regardless of his location. The second result is used regardless of whether or not it is better than that original. Call Back (Sp): Once per day, Gazra may restore life to a creature that he used any of his guardian paramount special abilities on within the past twenty four hours. This functions as true resurrection; 12th caster level. Constrict (Ex): Gazra deals 2d8 + 30 points of damage with a successful grapple check. Disease (Su): A creature struck by Gazra's bite attack must succeed at a DC 32 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Evasive Preceptor (Ex): Gazra can extend his own improved evasion special ability to any creature within 5 feet of him. The effect lasts for 24 hours, but only functions as long as the creature is within 5 feet. Gazra may use this ability twice per day, or at will if within Phlegethos. Fear Aura (Su): Gazra can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 30th). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura. Improved Evasion: Gazra takes half damage on a failed reflex saving throw, and none on a successful save. Improved Grab (Ex): To use this ability, Gazra
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must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Improved Uncanny Dodge: Gazra can only be flanked by a rogue of 29th level or higher, and does not lose his Dexterity bonus to armor class when flatfooted. Poison (Ex): Injury; Fortitude DC 32; initial damage 1d8 Constitution, secondary damage death. Protective Aura (Sp): Twice per day, (or at will if within Phlegethos) Gazra may use a special form of shield other. The protective aura transfers the absorbed damage to Gazra as non-lethal damage. Regeneration (Ex): Gazra takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day – meteor swarm and symbol of pain; 1/year – wish. Caster level 22nd; DC 21 + spell level. Summon Devils (Sp): Thrice per day, Gazra can automatically summon two lemures, osyluths, or hamatulas; or one erinyes, cornugon, or gelugon. Uncanny Dodge Enabler: Gazra can extend his own improved uncanny dodge and trap sense abilities to any creature within 5 feet of him. Gazra can use this ability five times per day, or at will if within Phlegethos. It is otherwise identical to his Evasive Preceptor ability. Possessions: Gazra wields his rod of tyranny in combat. He is also armored with a +5 ring of protection, a +2 cloak of resistance and a ring of mind shielding. Gazra also wears a suit of specially crafted black leather armor, made from the burnt skins of newborn humanoid babies; legend has it that the souls of those babes that died to make the armor are still tied to the armor, and are tormented in that they can never find surcease. There must be some truth in this, for Amdusias of Malbolge has been quite vocal in his intentions to rend both armor and Gazra if ever he gets the opportunity. In any case, the armor functions as +4 spiked leather armor of minor fortification with no maximum dexterity bonus or armor check penalty. As Governor of Abriymoch, Gazra can acquire practically any non-epic magic item he desires. Cohort: Gazra and Fierana's son Saganth attends to his father’s needs, whatever they may be. He largely resembles his mother, with flaming hair and humanoid features, but his powerful lower jaw and fangs are a clear feature from his paternal side. Red and black scales are scattered across his body. Treat Saganth as a pit fiend with the nephilim template and 8 levels of warmage.
Helich the Mighty Imp Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+18 (100 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 20 ft., fly 50 ft. (perfect) Armor Class: 36 (+3 deflection, +7 Dex, +2 luck, +12 natural, +2 size), touch 24, flat-footed 29 Base Attack/Grapple: +13/+6 Attack: Staff of power +18 melee (1d3+3) or sting +21 melee (1d4+1 and poison) Full Attack: Staff of power +18/+13/+8 melee (1d3+3) and sting +16 melee (1d4+1 and poison) Space/ Reach: 2 1/2 ft. /0 ft. Special Attacks: High Arcana, poison, spell-like abilities, spells Special Qualities: Alternate form, darkvision 60 ft., damage reduction 5/good or silver, familiar, fast healing 2, immunity to poison, improved evasion, resistance to fire 5, spell resistance 30. Saves: Fort +16, Ref +20, Will +23 Abilities: Str 13, Dex 23, Con 14, Int 20, Wis 15, Cha 16 Skills: Bluff +15, Concentration +30, Craft (Alchemy) +33, Decipher Script +33, Diplomacy +17, Gather Information +15, Hide +18, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (the planes) +33, Knowledge (religion) +33, Listen +14, Move Silently +18, Profession (scribe) +33, Sense Motive +14, Spellcraft +37, Spot +14 Feats: Flyby Attack, Heighten Spell, Improved Initiative, Weapon Finesse Climate/Terrain: Dis, Second of the Nine Hells of Perdition Organization: Solitary Challenge Rating: 18 Treasure: Possessions Alignment: Lawful Evil
Helich the Mighty is a textbook case of why even slight dealings with the powers of Hell can be disastrous. Once a mere familiar to the Magistrate Tilbonis, he betrayed his master, trapped his soul, and currently siphons off his arcane energies to further his own hellish pursuits. Helich appears as a normal imp of dull green coloration, although he tends to use minor illusionary magic to enhance his appearance, giving the impression that powerful arcana suffuses his very being. Most times he will take his half fiendish form, which plays up his diabolical nature to the hilt. Two small horns on his forehead, a red goatee and black eyes that glow when he gets excited complete this appearance of evil. Although extremely pompous when dealing with mortals, Helich is shockingly subservient and humble when in the presence of a Devil. Few in Hell know that Helich often misrepresents himself as a Duke of Hell when dealing with those of the Prime. Certainly, the penalty for such would be destruction, but so far he has escaped any consequences. Combat Helich immediately casts invisibility on himself in combat, usually followed by a greater teleport. He avoids direct conflicts for which he has not prepared with all possible means. If he has prepared for combat, he typically has a set plan that is calculated to maximize the weaknesses of his foes and bring them down as
quickly as possible. Barring the possibility of escape, Helich uses his arcane fire and staff of power to visit death upon his foes. His sharp mind has mastered the best possible use for his spells, and he targets those most likely to be affected by which ever piece of arcana he is employing. He favors paralyzing spells that allow him to gloat over the fate of those who underestimated him, and summoning spells that allow others to be the targets of his foes. Alternate Form (Su): Helich may assume other forms at will as a standard action. This ability functions as a polymorph spell cast on himself, except that Helich does not regain hit points for changing form, and he can only assume the forms of a wizened goblin, a wingless half fiendish human, a rat, a raven and a small elven girl. Familiar: Helich is technically still a familiar, and gains the benefits due one of his former master. This includes his hp, base attack, base saves, and skill ranks as well as using 25HD instead of 9 for calculating effects based on HD. High Arcana: Helich can make use of his former master's high arcana. This includes arcane fire, arcane reach 60 ft., mastery of elements, and mastery of shaping. Poison (Ex): Initial damage 1d4 dexterity, secondary damage 2d4 dexterity. DC 26 negates. (Save includes a +2 racial bonus) Spell-like Abilities: At will- detect good, detect magic, invisibility; 3/day- greater teleport; 1/daysuggestion; 1/week- commune (6 questions). Caster level 9th; DC 13 + spell level. Spells: 4/6/5/5/9/9/3/2/3/3/1 Caster level 25th; DC 15 + spell level. Helich has access to his former master's spell books which contain all spells of 7th level and lower. His higher level spell books include dimensional lock, prismatic wall, trap the soul, binding, polar ray, clone, temporal stasis, imprisonment, dominate monster, power word kill, soul bind and summon monster IX from the Player’s Handbook, and bestow greater curse, evil weather, plague of nightmares, mindrape, and steal life from the Book of Vile Darkness. Example wizard spells prepared: 0 - mage hand, message, prestidigitation, read magic; 1st - comprehend languages, disguise self, obscuring mist, shield, sleep, summon monster I; 2nd - blindness/deafness, darkness, detect thoughts, mirror image, protection from arrows; 3rd - blink, dispel magic, haste, nondetection, tongues; 4th - bestow curse, charm monster, confusion, enervation, fear, greater invisibility, lesser geas, phantasmal killer, summon monster IV; 5th - baleful polymorph, cloudkill, dominate person, feeblemind, mind fog, passwall, prying eyes, sending, telekinesis; 6th - disintegrate, greater dispel magic, mislead; 7th - project image, spell turning; 8th - dimensional lock, prismatic wall, trap the soul; 9th - dominate monster, power word kill, summon monster IX; 10th - mindrape (heightened). Possessions: Helich has access to his master's magical items, and typically wears a ring of wizardry IV and
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V (one ring), a cloak of resistance +4, and a ring of protection +3. He wields a staff of power as well as a greater metamagic rod of quickening. If encountered outside of Hell, he typically has at least three wands and 27 spell levels worth of scrolls.
Hepharion, Master Smith of Hell Hierrmagon (Sergeant Major of the Infernal Vanguard) Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 36d8+360 (522 hp) Initiative: +4 Speed: 40 ft. Armor Class: 38 ( +10 armor, +4 Dexterity, +16 natural, -2 size), touch 12, flat-footed 34 Base Attack/Grapple: +36/+59 Attack: Flames of Phlegethos +54 melee (3d6 + 20 + 1d6 (hellfire) x3 +1d10 (hellfire)) or Discretion of Minauros +43 ranged (3d6+20 x3) Full Attack: Flames of Phlegethos +54/+49/+44/+39 (3d6 + 20 + 1d6 (hellfire) x3 +1d10 (hellfire)) and 3 warhammers +54/+49/+44 (3d6+12 x3 plus special*) * Special: Vengeance of Avernus has the demon bane and Order of Dis has the axiomatic enchantments upon them) Space/Reach: 15 ft. /15 ft. Special Attacks: Spell-like abilities, summon devils Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., eldritch smithing, immunity to fire and poison, quick creation, resistance to acid 15 and cold 15, see in darkness, spell resistance 33, telepathy 300 ft. Saves: Fort +35, Ref +29, Will +28 Abilities: Str 40, Dex 19, Con 30, Int 22, Wis 16, Cha 21 Skills: Appraise +45 (+49 when dealing with metals), Bluff +44, Climb +54, Concentration +49, Craft (armorsmithing) +62, Craft (weaponsmithing) +62, Diplomacy +44, Disable Device +45, Jump +58, Listen +42, Knowledge (Metallurgy) +45, Sense Motive +42, Spellcraft +45, Spot +42 Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Greater Multiweapon Fighting, Improved Multiweapon Fighting, Leadership, Multiweapon Fighting, Skill Focus {Craft (armorsmithing)}, Skill Focus {Craft (weaponsmithing)} Epic Feats: Craft Epic Arms and Armor, Craft Epic Wondrous Item, Efficient Item Creation (Arms and Armor), Epic Skill Focus {Craft (armorsmithing)}, Epic Skill Focus {Craft (weaponsmithing)} Climate/Terrain: Avernus, First of the Nine Hells of Perdition Organization: Solitary (unique) or with bodyguard (Malkadrac, unique cornugon) Challenge Rating: 21 Treasure: Double Standard Alignment: Lawful Evil
Hepharion is among the greatest of the hierrmagons. He is the most skilled of their race, and has crafted the personal arms of many Dukes and even those for a few Lords of the Nine. He resides in Avernus, where his talents and those of his underlings are needed the most, as they churn out thousands of weapons an hour for Bael’s Infernal Vanguard. Hepharion is obeyed without question by the hierrmagons. His word is absolute law. No one but Duke Malphas or Lord Bael is allowed to
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gainsay his orders to them, save perhaps a Lord of the Nine. Asmodeus himself has decreed thus. This prevents their valuable work from being interrupted or disturbed by the politics that pervade the rest of Hell. Hepharion works directly for Duke Malphas, and has the status of his most favored vassal. His passion for creating weapons of destruction and war is matched only by his talent. Despite holding the title of baron, he sees little time in the courts of Avernus, due to his responsibilities in the forges. Although some question his decision not to accept a promotion to Duke, the truth of the matter is that he has never been offered such. His true allegiance is ultimately to the war machine of Hell itself, and he is content with his position as Master Smith of Hell. Hepharion stands fully 18 feet tall, and weighs 3000 pounds. Despite his immunity to fire, his body is blistered from the intense heat that he works with day after day, and is colored dull red. He has six horns, which ring his head in a crown like fashion. His massive arms bulge with muscles, hardened from constant work. He is never found without his bodyguard, Malkadrac (21 HD cornugon, 10th level devoted defender). Combat Hepharion is rarely involved in combat, but he is a formidable opponent if roused. He usually casts mass bull strength on his bodyguard, before using his “buff” spells to aid himself. Following that, he usually summons more devils if there is a large group, or wades in after his bodyguard if there is not. If the fight goes against him, (reduced to half his hp or less) he teleports away immediately, and will almost certainly be reporting to Duke Malphas of the transgression. His bodyguard will remain for 1 round after his escape to cover the retreat before teleporting away himself. Spell-like Abilities: At will - fireball, greater teleport, keen edge, mage armor, mass bull strength, resist energy, resistance, scorching ray (3 rays), sheild; 3/day - mage’s sword, order’s wrath, summon monster IX, unholy blight; 1/year - wish*. Caster level 36th; DC 15 + spell level. *Hepharion may only use wish in conjunction with enchanting arms and armor, and never for any other purpose. Summon Devils (Sp): Thrice per day, Hepharion can automatically summon 2d8 bearded devils, 1d4 hierrmagons, or 1 cornugon. These devils may have twice their standard HD. Malphas has afforded Hepharion the ability to summon a cornugon to better keep his Master Armorer safe. Eldritch Smithing (Su): Hepharion is capable of creating magical items. He has an effective caster level of 36. He can use his spell-like abilities as the prerequisites for special item abilities. However, Hepharion must have the proper access to spells - be it from scrolls or his spell-like abilities - and the appropriate item creation feats in order to create magic items. Gold and XP costs are not reduced for Hepharion. Quick Creation (Ex): Because of his 4 arms,
Hepharion is capable of producing items at a much faster rate than normal. His Craft checks to determine progress per day are done in silver pieces rather than copper, and his checks per week are done in gold pieces rather than silver. This has no effect on his time spent enchanting weapons. Possessions: Hepharion possesses 4 huge warhammers, each bearing a separate enchantment. Flames of Phlegethos is a +5 hellfire burst warhammer. Vengeance of Avernus is a +5 cold iron demon bane warhammer. Order of Dis is a +5 lawful adamantine warhammer. Discretion of Minauros is a +5 hellforge iron warhammer of throwing, returning and distance. Hepharion also wears an elaborate breastplate with a flowing red cloak attached. This is a +5 mithral breastplate of heavy fortification, and a cloak of resistance +5. Skills: Hepharion receives a +4 racial bonus on all Craft checks dealing with metal. Feats: Coupled with his natural abilities, Hepharion's Multiweapon Fighting feats allow him to attack with all of his arms at no penalty.
Jezebel, Head of Glasya's Elite Erinyes Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 27d8 + 12d6 (Rogue) + 273 (436 hp) Initiative: +18 (+10 Dexterity, +8 Superior Initiative) Speed: 30 ft., fly 50 ft. (good) Armor Class: 44 (+8 armor, +5 deflection, +10 Dexterity, +11 natural), touch 25, flat-footed 44 Base Attack/Grapple: +33/+41 Attack: Twisted Passion +46 melee (1d4+13 and 2d4 negative levels) or Glasya's Garrote +48 ranged (entangle) Full Attack: Twisted Passion +46/+41/+36/+31 melee (1d4+13 and 2d4 negative levels) or Glasya's Garrote +48 ranged (entangle) Space/ Reach: 5 ft. /5 ft. Special Attacks: Entangle, enthrall, sneak attack +6d6, spelllike abilities, summon devils. Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., evasion (improved), fast healing 3, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 35, telepathy 200 ft., trapfinding, trap sense +4, true seeing, uncanny dodge (improved). Saves: Fort +28, Ref +31, Will +27 Abilities: Str 27, Dex 30, Con 25, Int 21, Wis 23, Cha 31 Skills: Balance +14, Bluff +52, Concentration +39, Diplomacy +60, Disguise +52 (+56 acting), Escape Artist +50, Gather Information +62, Hide +50, Intimidate +34, Jump +12, Knowledge (Arcana) +35, Listen +48, Move Silently +50, Perform (dance) +26, Sense Motive +40, Spot +40, Tumble +52, Use Rope +10 (+14 with bindings) Feats: Combat Expertise, Combat Reflexes, Dodge B, Greater Spell Focus (Enchantment), Improved Combat Expertise, Improved Initiative, Leadership, Mobility B, Quicken Spell-like Ability (invisibility), Spell Focus (Enchantment), Spring Attack Epic Feats: Epic Reputation, Epic Skill Focus (Gather Information), Epic Spell Focus (Enchantment), Fast Healing, Superior Initiative
Climate/Terrain: Dis, Second of the Nine Hells of Perdition Organization: Solitary (unique), pair (Jezebel and Ahabrex, advanced pit fiend) or harem (with 2d6 18HD erinyes) Challenge Rating: 23 Treasure: Standard Alignment: Lawful Evil
The leader of Glasya's Elite, Jezebel is the premier erinyes in Hell. She commands a vast intelligence network in Hell surpassed only by the Legions of Hell, the Order of the Fly, and the Order of Lies. However, upon the Prime, even those dread Orders are not her equal. Her mistress, the Princess of Hell, has determined that the Elite will be the last word in terms of soul trade. And so she has sent out Jezebel and the Elite to make disciples of all nations on the Prime. Masterful seductresses, the Elite's true strength lies in their ability to extract critical information from mortals in addition to their souls. Countless kings, paladins, priests and others have betrayed their beliefs for what they thought was love. And so the Elite's power and prestige grows. Jezebel stands above the rest of the Elite, a manipulator of words and men equaled by few. Her former mentor, Furcas, is intensely proud of her. Glasya often allows the Minister of Mortal Relations and Jezebel to continue working together on a semi regular basis, as a reward to her favorite servant. Jezebel admires the Duke Caim, whom she also has a friendly rivalry with. His cold and cutting logic contrast her passion and intimacy, and the two enjoy pitting their methods against one another. Jezebel is a being torn in loyalties. She is a pawn in the game between Glasya and Dispater, and they both know it. She lusts after both of them, and Glasya at least has been known to take advantage of this on several occasions. Their charisma and beauty surpass her own on so many levels, making her as an insect before them, and swept away by their power. She freely offers herself to them both, and has betrayed them to each other so many times she fears for her existence. Neither Dispater nor Glasya are fools however, and they are both aware of her infidelity. They continue to use and make use of her for reasons unknown. Jezebel appears as an erinyes of unusual beauty, with a curvaceous form and flowing black hair. She stands five feet and ten inches tall, and possesses piercing red eyes. Her skin is pale white, although at times it takes on a reddish tint, especially when she is aroused. She has a smile that simultaneously arouses and intimidates, promising both pleasure and pain. She wears little in Hell, preferring to mimic the sheer outfits worn by her Princess. When on the Prime, she enjoys wearing modest outfits that still draw attention to her feminine charms. Jezebel excels in coming across as the maiden in despair, often appearing naive and unaware of the world around her and her beauty. The foolish find out far too late the reality of the situation. Combat Jezebel almost never engages in combat, although
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she does not shy from it. If confronted in a situation which she cannot talk or charm her way out of, Jezebel summons cornugons and attacks foes from afar, sometimes using teleport to move in close for a sneak attack. Should her enchantments appear to be failing, she will activate the mind fog function of Lost Virtue before continuing her assaults. If truly threatened, she will summon her pit fiend guardian, Ahabrex, to deal with her foes. Jezebel makes frequent use of Combat Expertise and the Tumble skill. Should she be reduced to one half of her hit points or less, Jezebel will retreat to fight another day. Those who accomplish such a feat should be wary since Infernal assassins and infiltrators will likely be paying them a visit soon thereafter. Entangle (Ex): Jezebel carries a 50 foot cord of razor wire known as Glasya's Garrote. This entangles opponents of any size as an animate rope spell cast by a 27th level sorcerer, and can be hurled by the Elite's leader up to 30 feet with no range penalty. Entangled opponents take 3d8+5 points of damage every round. This damage is doubled if they struggle in any fashion, such as attempting an Escape Artist check or strength break check. Glasya's Garrote has a +5 magical enhancement to attack and damage. Enthrall (Su): As the Head of Glasya's elite, Jezebel's powers of seduction are far beyond those of her peers. Enchantment (compulsion) spells cast by her last twice as long. Furthermore, any attempts to dispel her enchantment magic must succeed at an opposed caster level check against her. 1/year, Jezebel may cast a compulsion spell with a permanent duration. Spell-like Abilities: At will - addiction, animate dead, charm monster, darkness, desecrate, forbidden speech, greater teleport, invisibility, love's pain, magic circle against good, major image, mass charm, masochism, polymorph self, produce flame, sadism, seething eyebane, stupor, suggestion, and unholy blight. Caster level 27th; DC 20 + spell level (23 + spell level for enchantment). Summon Devils (Sp): Thrice per day, Jezebel may summon 6d8 lemures, 1d8 bearded devils, 1d6 erinyes, or 1d4 cornugons. These devils may have twice their standard HD. She may also summon Ahabrex (24 HD pit fiend) or one of Glasya’s Elite. Jezebel is afforded this additional summoning power by Princess Glasya. True Seeing (Su): Jezebel constantly uses true seeing as per the spell. (Caster level 27th) Possessions: Jezebel wears bracers of armor +8 and a ring of protection +5. She carries Twisted Passion, a +5 souldrinker dagger. Twisted Passion was forged from the soul of a notorious rogue, and surrounds its wielder with a silence spell when it is drawn (Caster level 20th). Jezebel also wears an amulet known as Lost Virtue that allows her to create around herself at will a mind fog, (Caster level 20th, DC 29) which does not affect the wearer.
Kelvzeron, Warden of Cania Gelugon (4th Circle General of the Legions of Hell)
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Huge Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 48d8+480 (696 hp) Initiative: +16 (+8 Dexterity, +8 Superior Initiative) Speed: 50 ft. Armor Class: 49 (+8 armor, +8 Dexterity, +25 natural, -2 size), touch 16, flat-footed 41 Base Attack/Grapple: +48/+72 Attack: Absolute Zero +67 melee (3d6 + 29 + 3d6 (cold) and slow and Cainian Wine 19-20/x3 +9d6 (cold)) or claw +62 melee (2d8+16) Full Attack: Absolute Zero +67/+62/+57/+52 melee (3d6 + 29 + 3d6 (cold) and slow and Cainian Wine 19-20/x3 +9d6 (cold)) and bite +60 melee (3d6+8 and disease) and tail +60 melee (4d6+8 and slow) or 2 claws +62 melee (2d8+16) and bite +60 melee (3d6+8 and disease) and tail +60 melee (4d6+8 and slow) Space/Reach: 15 ft. /15 ft. Special Attacks: Disease, fear aura, slow, spell-like abilities, summon devils Special Qualities: Damage reduction 20/good, epic and silver, darkvision 60 ft., immunity to cold, fire and poison, regeneration 15, resistance to acid 25, see in darkness, spell resistance 46, telepathy 400 ft. Saves: Fort +36, Ref +34, Will +34 Abilities: Str 43, Dex 26, Con 30, Int 24, Wis 27, Cha 28 Skills: Bluff +60, Climb +67, Concentration +61, Diplomacy +72, Disguise +9 (+15 acting), Gather Information +15, Intimidate +66, Jump +75, Knowledge (Local- Cania) +58, Knowledge (Nature) +64, Listen +59, Move Silently +59, Search +58, Sense motive + 59, Spellcraft +58, Spot +59, Survival +59 (+65 tracking) Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Combat Expertise, Improved Critical (spear), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Power Attack, Quicken Spell-like Ability (greater dispelling), Quicken Spell-like Ability (ice storm), Run, Track Epic Feats: Dire Charge, Epic Speed, Superior Initiative Climate/Terrain: Cania, Eighth of the Nine Hells of Perdition. Organization: Solitary, troupe (20 elite (32HD) gelugons and 100 gelugons) or division (9999 gelugons) Challenge Rating: 34 Treasure: Standard coins, double goods, standard items Alignment: Lawful Evil
The Warden of Cania is in charge of 9999 battalions of gelugons that patrol the glaciers of Cania, slaying all beings unauthorized to travel the ice wastes. Kelvzeron’s keep, Deathfrost Spire, stands at the Pit of Despair that leads to Nessus, the last barrier before the Ninth Perdition. Kelvzeron holds the highest position in the Legions of Hell of any non-pit fiend among the common devils, and ruthlessly carries out all appointed tasks. Few indeed can penetrate as deep into Perdition as Cania; those few are eradicated and any trace of their existence purged by the chilling forces of the Warden. Kelvzeron's body is completely white, except for his soulless black eyes. He stands exactly 18 feet in height. When he speaks, the air around his mouth freezes and falls to the ground, shattering as those who would dare oppose him do. A neutral evil white wyrm named Alrondor sometimes accompanies him on his patrols across Cania.
Combat Kelvzeron begins any combat with a charge if possible. Barring that, he casts fly and takes to the sky to harass foes with his spell-like abilities. If ten or more foes fall, he will cast animate dead on them, directing the undead to grapple spellcasters if possible. Apart from that, Kelvzeron likes to charge into the center of enemy formations, attacking as many foes as possible, inflicting frigid ravaging, slow, and the pain of Canian Wine upon them. Those who do not succumb to his fear aura often find the bitter burn of his cold abilities too much to handle. Kelvzeron does not concern himself primarily with making sure his foes are dead; he prefers to hinder and infect as many as possible. He takes pleasure from the knowledge that between his legacy of pain and the unrelenting cold of Cania, they will eventually perish. Fear Aura (Su): Kelvzeron can radiate a 15 foot fear aura as a free action. A creature in the area must succeed on a DC 43 Will save or be affected as though by a fear spell (caster level 48th). A creature that successfully saves cannot be affected again by Kelvzeron’s aura for 24 hours. Other devils are immune to the aura. Disease (Ex): A creature struck by Kelvzeron's bite attack must succeed on a Fortitude save DC 44 or be infected with a disease known as frigid ravaging (incubation period 1 day, damage 1d6 constitution, 1 point of permanent drain on a failed secondary save). Slow (Su): A hit from Kelvzeron's tail or spear induces mind numbing cold. The opponent must succeed in a Fort save DC 44 or be affected as though by a slow spell for 1d8 rounds. Spell-like Abilities: At will - animate dead, charm monster, cone of cold*, desecrate, detect good, detect magic, fly, greater dispel magic, greater teleport, ice storm*, magic circle against good, persistent image, polymorph, suggestion, unholy aura, wall of ice*. Caster level 48th; DC 19 + spell level. (27 + spell level for cold based spells). Summon Devils (Sp): Thrice per day, Kelvzeron may automatically summon 6d8 lemures, 2d6 bearded devils or hamatulas, 3d6 osyluths or 6 gelugons. These devils may have twice their standard HD. Regeneration (Ex): Kelvzeron takes normal damage from good aligned silver weapons, and from spells and effects with the good descriptor. Possessions: Kelvzeron carries Absolute Zero, a +5 cold iron spear of freezing blast. The blade constantly secretes a potent liquid known as Canian Wine, which freezes the lifeblood of those it strikes. This acts as a poison in all ways except that it can affect creatures normally immune to poison. Canian Wine deals 2d6 points of Dexterity initial and secondary damage unless the victim succeeds in a DC 44 Fortitude save. The weapon also gives a +8 profane bonus to the DC of Kelvzeron's cold based spell like abilities, as well as maximizes the damage they deal. Finally, it sheathes its wielder in a thin film of ice, granting a +8 armor bonus
to AC. Kelvzeron also wears an iron circlet which grants him the benefits of a mind blank spell, and an emerald amulet that gives him immunity to death effects and energy drain. The amulet is embedded directly in his chest, rather than worn around his neck.
Malagon, High Animator of Lixer Pit Fiend (1st Circle General of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 18d8 + 7d4 (Necromancer) + 10d6 (Pale Master) + 280 (413 hp) Initiative: +16 (+8 Dexterity, +8 Superior Initiative) Speed: 40 ft., fly 60 ft. (average) Armor Class: 51 (+11 armor, +8 Dexterity, +23 natural, -1 size) touch 17, flat-footed 43 Base Attack/Grapple: +27/+46 Attack: Soulharrow +46 melee (1d8+27+1 vile 20/x2 and one negative level); or claw +41 melee (2d8+15) Full Attack: Soulharrow +46/+41/+36/+31 melee (1d8+27+1 vile 20/x2 and one negative level), or 2 claws +41 melee (2d8+15), 2 wings +39 melee (3d6+7), 1 bite +39 melee (4d6+7 plus poison plus disease) and 1 tail slap +39 melee (2d8+7) *Malagon can make bite, wing and tail attacks in addition to attacks with Soulharrow as a full attack. Space/Reach: 10 ft. /10 ft. Special Attacks: Constrict 2d8+30, fear aura, improved grab, spells, spell-like abilities, summon devils, summon greater undead, summon undead Special Qualities: Bone mail, damage reduction 15/good and silver, darkvision 120 ft., deathless mastery, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 40, telepathy 100 ft, undead graft. Saves: Fort +30, Ref +30, Will +34 Abilities: Str 41, Dex 27, Con 27, Int 34, Wis 29, Cha 26 Skills: Balance +10, Bluff +29, Climb +36, Concentration +42, Craft (Alchemy) +50, Craft (Leatherworking) +29, Diplomacy +10, Disguise +29 (+31 acting), Heal +23, Hide +43, Intimidate +42, Jump +42, Knowledge (arcana) +50, Knowledge (nature) +14, Knowledge (the planes) +46, Knowledge (religion) +53, Listen +30, Move Silently +40, Profession (taxidermist) +30, Search +33, Spellcraft +54, Spot +30, Survival +9 (+11 on other planes, +11 tracking), Tumble +31 Feats: Corrupt Spell, Craft Construct, Craft Wondrous Item, Dark Speech, Multiattack, Power Attack, Quicken Spell, Quicken Spell-like Ability (animate dead), Scribe Scroll, Skill Focus (Knowledge {Religion}), Spell Focus (necromancy), Violate Spell Epic Feats: Improved Metamagic (x2) Climate/Terrain: Nine Hells of Perdition Organization: Solitary (unique), or cabal (52 necrolytes (9th level), 26 necromancers (12th level), and 13 high necromancers (15th level)) Challenge Rating: 28 Treasure: Double Standard Alignment: Lawful Evil
Malagon was once a cruel and relentless colonel in the Blood War. During an assault deep into Abyssal territory, his command was in the process of exterminating a unit of demons when they were ambushed by none other than Orcus himself. The brutal Demon Prince of
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the Undead made quick work of the devils, eradicating most from existence. In a stroke of luck, Malagon was instead flung deep into the Plane of Oblivion, also known as the negative energy plane. Rather than succumb to the plane's draining nature, he managed to establish a connection and master its energies for himself. From there he devised how to escape his prison and returned to Perdition to make a full report. Upon completion, he felt his talents would be better served in working arcana rather than leading troops and applied for reassignment. He was granted discharge at the request of Prince Lixer, who was bemused by the devil's interest in his own chosen Art. Once he was established as part of the court in Gloomfire, Malagon began serving as the leader of Lixer's Animators, the weaker and less talented necromancers who animate the majority of corpses that comprise the backbone His Highness's private army. Although this is considered inferior work, Malagon has taken well to his role as Lord of the Bones. His experience in tactics forged on the battlefields of the Blood War give him an insight no mere scholarly necromantic acolyte could ever possess, and his power far exceeds the others in his order. However, his once meteoric progress has inexplicably ground to a halt. Malagon's inability to learn the more powerful spells of necromancy baffle both the Prince and the pit fiend, although each blames the other. Lixer voices suspicions of laziness and Malagon has mused privately of possible negative energy interference from his arch-devil master that keeps him from advancing. Needless to say, their relationship is not born of trust and nurturing, but power and ambition. Malagon appears as a withered pit fiend with greying scales. His eyes glow dull red and he speaks in a lowtoned, quiet voice. His tail has been warped completely by negative energy, appearing as a rotted appendage. Malagon never appears anywhere without being completely armoured in his custom bone mail. He often leans on his staff as if too exhausted to stand on his own. Woe to any that would mistake Malagon's weariness for weakness though. Death is the least of what awaits such a fool. Combat Malagon initiates major combats with a meteor swarm and closes with his opponents. Following this, he will use a quickened animate dead on any casualties and make a full attack, attempting to grapple the most formidable combatant. He will constrict and use touch attacks to dispose of any grappled enemies as soon as possible. Malagon makes excellent use of quickened touch spells while taking a full attack. If seriously outmatched, he will use create undead and flee upon the wing. Malagon usually has a veritable army of skeletons and other undead with him, so he has no compunction against hanging back and harassing powerful or stubborn foes with magic as they attempt to hack their
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way to him, teleporting away if they reach him. Constrict (Ex): Malagon deals 2d8+30 points of damage with a successful grapple check against Large or smaller creatures. Disease (Su): Creature's bitten by Malagon must succeed at a Fortitude save (DC 27) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Fear Aura (Su): As a free action, Malagon can create an aura of fear in a 20 foot radius. It is otherwise identical with fear cast by an 18th level sorcerer (save DC 27). If the save is successful, that creature cannot be affected again by Malagon's fear aura for one day. Other baatezu are immune to the aura. Improved Grab (Ex): To use this ability, Malagon must hit a Large or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Poison (Ex): Bite, Fortitude save (DC 27); initial damage 1d8 temporary Constitution, secondary damage death. Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day - meteor swarm and symbol of pain; 1/year - wish. Caster level 30th; DC 20 + spell level. (21 + spell level for Necromancy). Spells: 4/7/7/7/7/6/5/5/4; caster level 30th; DC 22 + spell level. (23 + spell level for Necromancy spells). As the High Animator, Malagon has access to all spells of 8th level or lower except those from his prohibited schools, Enchantment and Illusion. Example spells prepared: 0 - disrupt undead, mage hand, read magic, touch of fatigue; 1st - cause fear, chill touch, detect undead (x2), expeditious retreat, ray of enfeeblement, true strike; 2nd - blindness/deafness, command undead (x2), detect thoughts, ghoul touch, see invisibility, spectral hand; 3rd - arcane sight, gentle repose, halt undead, magic missile (quickened), slow, true strike (quickened), vampiric touch; 4th - bestow curse, blindness/deafness (quickened), burning blood**, enervation, grim revenge*, wrack* (x2); 5th - blight, cloudkill, cone of cold, ice storm (violated), lightning bolt (quickened), waves of fatigue; 6th - circle of death, eyebite, fleshshiver**, revive dead** (x2); 7th - control undead (x2), finger of death (x2), spell turning; 8th blackfire**, create greater undead (x2), horrid wilting. * Book of Vile Darkness * *Spell Compendium
Summon Devils (Sp): Twice per day, Malagon can automatically summon two lemures, osyluths, or hamatulas, or one erinyes, cornugon, or gelugon. Summon Undead (Sp): 2/day, Malagon can summon 2 wraiths, or 3 wights, ghasts, shadows or ghouls. 1/day he can summon 1 ghost or 2 vampires, spectres, or ancient dead. These undead have +4 turn resistance and remain for 3 minutes. Undead summoned may have
no more than a CR of 29. Undead Graft (Ex): By treating his tail with constant negative energies, Malagon managed to warp the spirit and physical substance into an undead appearing appendage. 4/day, he may use the tail to make a special touch attack with a +2 bonus on the attack roll. (+43 melee touch) He may choose any of the following attacks when doing so. Commanding Touch (Su): Undead of 30HD or less come under Malagon's control for 3 minutes. Intelligent undead receive a Will save DC 32 to negate the effect. Turn Resistance counts as HD for the purpose of this effect. Deathless Master Touch (Su): Fortitude DC 32 or die. Corpse animates 1 round later as a corpse creature and is under Malagon's control. Degenerative Touch (Su): 1 negative level. Fortitude DC 32 removes the negative level after 24 hours. Destructive Touch (Su): Fortitude DC 32 or 1d6 Constitution Drain. Paralyzing Touch (Su): Fortitude DC 32 or paralysis for 1d6+2 minutes. (Elves are immune) Weakening Touch (Su): 1d6 Strength damage. Deathless Mastery: Malagon is unaffected by stunning, subdual damage, or critical hits. He is permanently served by a 30HD dread wraith as a vassal. Familiar: Malagon has a skeletal raven as a familiar. It receives benefits as a familiar of a 7th level wizard. Regeneration (Ex): Malagon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Possessions: Malagon has specially augmented his bone mail, which has a +5 enhancement bonus and also functions as a black robe of the archmagi and robe of bones. Malagon's bone mail has 2 figures of a large ogre skeleton and zombie as well as the normal robe of bones figures. If used, the figures of the robe of bones function regrow within a day. The bone mail appears as the blackened and charred bones of a great planetar. The hollowed skull of the angel forms the helm of the suit of armor. Supposedly Malagon destroyed this holy creature in a combat that lasted weeks and laid waste to an entire world. It is rumored the soul of the planetar is still trapped within the unholy armor. Soulharrow is Malagon's dread staff. It functions as a rod of the blue wyrm, except that the wyrm summoned is a ancient blue zombie dragon. In combat the staff functions as a +5 vile quarterstaff of life stealing. The staff appears as the spinal cord and skull of a blue dragon. Unlike normal staves, Soulharrow deals slashing damage.
Natara, Narzugon Commander Narzugon (1st Circle Major of the Infernal Vanguard) Medium Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 39d8+273 (448 hp) Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Speed: 20 ft.
Armor Class: 46 (+13 armor, +5 deflection, +1 Dexterity, +10 natural, +7 shield), touch 16, flat-footed 45 Base Attack/Grapple: +39/+52 Attack: +3 lawful heavy lance +55 melee (1d10 + 22 + 2d6 lawful 19-20/x3) or +2 demon bane heavy pick +54 melee (2d4+15 19-20/x4) Full Attack: +3 lawful heavy lance +55/+50/+45/+40 melee (1d10+22+2d6 lawful 19-20/x3) or +2 demon bane heavy pick +54/+49/+44/+39 melee (2d4+15 19-20/x4) and spiked shield +50 melee (1d8+6 and Natara's Kiss) Space/ Reach: 5 ft. /5 ft. (10 ft. with lance) Special Attacks: Baleful gaze, unstoppable charge, fell trample, spell-like abilities, summon devils, unhorse. Special Qualities: Bonded mount, damage reduction 15/epic, good and silver, darkvision 60 ft., fast healing 3, immunity to cold, fire and poison, resistance to acid 15 and cold 15, see in darkness, spell resistance 35, telepathy 300 ft. Saves: Fort +33, Ref +29, Will +31 Abilities: Str 30 (36), Dex 17, Con 25, Int 20, Wis 20, Cha 26 Skills: Bluff +40, Craft (alchemy) +47, Concentration +49, Diplomacy +20, Handle Animal +50, Intimidate +54, Knowledge (tactics) +47, Listen +44, Perform (oratory) +20, Ride +61, Search +47, Sense Motive +22, Spellcraft +20, Spot +47, Survival +47 (+51 tracking), Tumble +45 Feats: Improved Critical (heavy lance), Improved Critical (heavy pick), Improved Initiative, Leadership, Mounted Combat, Power Attack, Ride by Attack, Skill Focus (Ride), Spirited Charge, Two Weapon Fighting Epic Feats: Dire Charge, Epic Skill Focus (Ride), Fast Healing Climate/Terrain: Avernus, First of the Nine Hells of Perdition Organization: Solitary, (with Equstiax), or squad, (with Equstiax, 6 narzugon and 8-16 Nessian hellhounds) or company (Equstiax, with 9 advanced (25HD) narzugon, and 81 standard narzugon) Challenge Rating: 23 Treasure: Standard Alignment: Lawful Evil
Natara is the commander of Duke Abigor’s Infernal Charge. This order of infernal cavalry is one of the most feared upon the battlefields of the Blood War, performing sudden strikes that decimate entire armies of demons. It is a truly awe inspiring sight to see them bearing down on a doomed foe, a giant tidal wave rushing upon an impotent shore. Natara worked her way up the ranks of devil-hood, but upon being promoted to narzugon, she decided to remain in the station, rather than move on. She grew in power, until she became the unquestioned leader of the mounted devils. Her supremacy was challenged only a few times before it became well known that to do so was to ask for a messy death. Duke Abigor promoted her to a 1st circle major for her excellence in both training and the field, and Marshal Dagos has commended her on several occasions. Her knowledge of mounted warfare and tactics is unsurpassed, and she is the highest ranked non pit fiend in the Duke's court. Should she continue to perform as she has, with unquestioned loyalty to the Supreme General, her continued success is ensured. Natara appears as a pretty, if exhausted, red haired human woman of about five feet and ten inches. Her
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body is trim and muscular, although it is rare that one would see it outside of Dark Ward, her infamous spiked armor. Her face always appears tired and nervous, although that is merely an effect of her diabolical heritage, causing other’s inner fears to boil up within them. Her expression is actually usually one of grim concentration or fierce determination. She expects no less than perfection from both her troops and herself, and it is rare that she does not receive it. Combat An unstoppable dire charge against the largest or obviously most powerful foe is Natara's opening move in combat. Equstiax generally compliments this move with a charging horn attack of his own. Once past the foe, Natara wheels her steed and prepares to repeat. Very little can stand against this devastating tactic, but if by chance something does, Natara immediately summons cornugon reinforcements, followed by narzugons the next round. In the meantime, she will remove her helm and attempt to kill the foe with her baleful gaze. Against multiple weak foes, Natara generally just has Equstiax make a fell trample into their midst, and then uses full attacks to crush them completely. Spellcasters who manage to harm Natara are targeted with an unstoppable charge as well. Baleful Gaze (Su): Natara’s face is a reflection of one’s own insecurities. All creatures within 30 feet of the devil are affected by phantasmal killer (DC 34). This is a gaze attack. Bonded Mount (Su): Natara has bonded Equstiax, a unique black unicorn nightmare crossbreed, as her mount. He gains the bonuses due to a 39th level paladin’s mount. Fell Trample (Ex): Natara may make mounted overrun attempts against as many foes as she is able to, resolving each attempt separately. Equstiax receives a hoof attack against each successfully overrun foe. Spell-like Abilities: At will - desecrate, doom, greater teleport (self plus mount and 50 pounds only), hold person, produce flame, suggestion; 3/day: order’s wrath, unholy blight. Caster level 39th; DC 18 + spell level. Summon Devils (Sp): Thrice per day, Natara may automatically summon 2d6 bearded devils, 6 narzugons, or 3 malebranche. These devils may have twice their standard HD. Abigor afforded Natara her enhanced summoning ability. Unhorse (Ex): If Natara successfully strikes a mounted opponent during a mounted charge, she may make a free bull rush attempt against the foe. If she wins, the foe is pushed backwards, but their mount remains in place. Unstoppable Charge (Ex): 7/day, Natara may make an Unstoppable Charge if mounted. On such a charge attack, she deals quadruple damage with a melee weapon, or quintuple damage with a lance. Possessions: Natara possesses Dark Ward, a suit of black iron +5 spiked full plate mail. Each piece of this
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foul suit of armor also grants her additional bonuses. The helm grants a +5 resistance bonus to saves and +5 deflection bonus to AC. The gauntlets grant a +6 enhancement bonus to strength. The greaves are enchanted as boots of haste except they allow for 20 rounds of haste to be used per day. The breastplate constantly produces a minor globe of invulnerability which can be lowered or raised as a free action. Natara is armed with a +3 lawful cold iron heavy lance, and a +2 demon-bane cold iron heavy pick. Natara also carries a +5 large black iron shield of major electricity resistance, which is also spiked. Both armor and shield spikes are covered with a special venom, called Natara’s Kiss. New Poison: Natara’s Kiss. Injury. DC 24 Damage: 2d4 Dexterity initial, 1 minute paralysis (as hold person) secondary. This also affects creatures normally immune to poison, although such creatures get a +4 bonus on their save.
Equstiax, Infernal Mount Large Outsider (Evil, Extraplanar) Hit Dice: 22d8+220 (319 hp) Initiative: +10 (+6 Dexterity, +4 improved initiative) Speed: 70 ft., fly 90 ft. (good) Armor Class: 41 (+6 Dexterity, +26 natural, -1 size), touch 15, flat-footed 35 Base Attack/Grapple: +22/+39 Attack: Horn +40 melee (3d6+18+1 (vile) + 2d6 (unholy) 1920/x4) Full Attack: Horn +40 melee (3d6+18+1 (vile) + 2d6 (unholy) 19-20/x4), bite +32 melee (2d6+6+1 (vile) and poison), 2 hooves +32 melee (1d8+6+1 (vile) + 1d4 fire) Space/Reach: 10 ft./5 ft. Special Attacks: Flaming hooves, poison, smite good (3/day, +20 damage), smoke, spell-like abilities. Special Qualities: Darkvision 60 ft., damage reduction 10/ good, empathic link, fast healing 5, resistance to cold 10 and fire 10, immunity to poison, charm and compulsion, improved evasion, low light vision, magic circle against good, scent, share saving throws, share spells, spell resistance 44, wild empathy Saves: Fort +31, Ref +27, Will +27 Abilities: Str 37, Dex 23, Con 31, Int 15, Wis 23, Cha 24 Skills: Handle Animal +32, Intimidate +32, Jump +62, Knowledge (arcana) +27, Listen +31, Move Silently +35, Spellcraft +31, Spot +31, Survival +31, Tumble +31 Feats: Combat Reflexes, Extra Smite, Improved Critical (horn), Improved Initiative, Improved Natural Attack (horn), Multiattack, Power Attack, Quicken Spell-like Ability (harm), Vile Natural Strike, Weapon Focus (horn) Climate/Terrain: Avernus, First of the Nine Hells of Perdition. Challenge Rating: 16 Treasure: Standard Alignment: Lawful Evil
The equine terror before you sends a shiver down your spine. It appears as a magnificent black unicorn, although its hooves and mane are wreathed in flame, much like that of a nightmare. It snorts, throwing out a cloud of soot and ash. As it lowers its horn and begins
to charge toward you, the very ground beneath your feet seems to tremble, and you feel Death‘s breath upon your soul. Equstiax is Natara's bonded mount. He is a unique crossbreed between a black unicorn and a nightmare, the pride of Warlord Bael's infamous stables. The stallion is as black-hearted as his mistress, and enjoys tearing apart foes in battle. Dark Alicorn (Su): Equstiax’s horn functions as a +5 unholy weapon. Magic Circle against Good (Su): Equstiax is constantly surrounded by a magic circle against good. He cannot suppress this ability. Poison (Ex): Equstiax must deal damage with his bite attack to use his poison. Initial and secondary damage is 1d6 strength. DC 31 to resist. Smoke (Ex): Equstiax's snorts and neighs in battle fill a 15-foot cone with hot sulfurous smoke that chokes and blinds his opponents. Anyone in the cone must succeed on a DC 31 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and Equstiax uses it once as a free action during his turn each round. Spell-like Abilities: At will - inflict moderate wounds, contagion; 1/day- greater teleport*, harm. Caster level 22; DC 17 + spell level. Equstiax must touch a victim with his horn to affect them. *Equstiax normally would only be able to teleport to a location within his forest. His forest was burnt to the ground hundreds of years ago; he has been replaced that facet with the ability to teleport to wherever his mistress is currently located.
Wild Empathy (Ex): As the druid ability. Equstiax is treated as a 28th level druid for this check. Skills: Equstiax has a +4 racial bonus on Move Silently checks.
Quimath, Amir of Jangling Hiter Kyton Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 24d8+20d10 (Fighter) + 572 (790 hp) Initiative: +16 Speed: 30 ft. Armor Class: 47 (+12 armor, +8 Dexterity, +17 natural), touch 18, flat-footed 39 Base Attack/Grapple: +34/+50 Attack: Chain +60 melee (2d4+30+1 vile 19-20/x2) Full Attack: 2 chains +60 melee (2d4+30 +1 vile 19-20/x2) and 8 body chains +60 melee (2d4+30 +1 vile 19-20/x2) Space/ Reach: 5 ft. /5 ft. (10 ft. with chains) Special Attacks: Dancing chains, spell-like abilities, unnerving gaze Special Qualities: Damage reduction 10/good and silver, damage reduction 3/-, darkvision 60 ft., fast healing 3, immunity to cold, regeneration 6, resistance to acid 10, electricity 10, and fire 10, spell resistance 39 Saves: Fort +37, Ref +34, Will +28 Abilities: Str 43, Dex 27, Con 37, Int 20, Wis 19, Cha 22 Skills: Appraise +32 (+38 metalworking), Balance +11, Climb +53, Craft (blacksmithing) +50, Diplomacy +36, Escape Artist +35, Handle Animal +53, Gather Information +42, Intimidate +53, Jump +31, Knowledge (local
{Jangling Hiter}) +47, Listen +31, Ride +59, Spot +31, Tumble +25 Feats: Ability Focus (Dancing Chains), Combat Expertise, Combat Reflexes, Greater Weapon Focus (chain), Greater Weapon Specialization (chain), Improved Combat Expertise, Improved Critical (chain), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Power Attack, Vile Martial Strike (chain), Weapon Focus (chain), Weapon Specialization (chain) Epic Feats: Energy Resistance (acid), Energy Resistance (electricity), Energy Resistance (fire), Epic Sunder, Epic Weapon Focus (chain), Epic Weapon Specialization (chain), Fast Healing, Multiweapon Rend, Penetrate Damage Reduction (silver), Penetrate Damage Reduction (cold iron), Superior Initiative Climate/Terrain: Panos Qytel, Jangling Hiter, Minauros, Third of the Nine Hells of Perdition Organization: Solitary (unique) or raiding party (2-12 Chain Lords mounted on nightmares, 10-20 kytons mounted, 5 chain golems, 5-20 hellcats, 10-40 hellhounds) Challenge Rating: 27 Treasure: Standard Alignment: Lawful Evil
The master of Jangling Hiter appears as an ordinary kyton, with dark olive skin and an immaculately trimmed beard. His voice is silky smooth, and a self amused smirk is perpetually upon his face. Woe to the fool who makes the mistake of assuming a kyton cannot be of consequence in Perdition. Even pit fiends tread carefully when in his halls of chain, Panos Qytel, for his slightest displeasure can spell doom. The Amir tends to keep his city as far out of Infernal politics as possible, but oft times it cannot be helped. Quimath is actually in an unenviable position. On one hand his power is matched only by the most powerful of pit fiends and the Dukes, on the other, his actual authority is somewhat fluid, a dangerous thing considering the Lawful nature of Hell. The court of the Amir is one of the most exotic places one can visit in all Perdition. Lavishly decorated with gems, tapestries, statues, plants and more hideous attractions, the palace is a monument to wealth and greed. Hellcats and hellhounds prowl the corridors unchecked, along with many varieties of fiendish animals, including monkeys, leopards, lizards, and constrictor snakes. Animated objects of all sorts also are present, from cutlery that prepares food, to doors that open automatically and greet guests they recognize. As a member of the Third Hell, the Amir has amassed enormous wealth, through the trade of slaves from the Prime. What is not well known (or provable) is that he also sends his kytons on raids into Mammon's hordes. While they don't disrupt the flow of wealth enough to draw (much) notice from the Lord of Minauros, this has caused some tension in relations between the two cities. However, as long as the kyton city keeps its steady flow of live mortals coming, the Archduke will do little in punishment. Combat
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Quimath is almost never encountered without a retinue of kytons, fiendish animals, and chain golem bodyguards. As kytons lack the teleporting capabilities of true devils, retreat is not usually an option. The Amir orders his servants to delay his foes, while he breaks up the combat field with his wall of deadly chains power. If any foes are using chains to attack, the Amir immediately attempts to control them. Once foes are isolated on the battlefield, Quimath moves to the nearest and engages him in melee with his chains. The Amir makes full use of his combat prowess, tripping, disarming and sundering when possible. Against physical fighters, he uses his reach to the fullest extent, forcing foes to draw attacks of opportunity. Against spellcasters, he moves in to grapple, keeping them from making the most use of their power. Against both types of foe, he alternates between subdual and normal attacks, hoping to capture foes for slavery rather than waste their flesh. Once foes have been rendered helpless, they are bound and become Quimath’s next slaves. Spellcasters so captured have their hands broken and mouths sewn shut or mutilated to prevent the casting of their spells. Physical fighters are bound in chains. Those who appear extremely dexterous (and therefore might slip their bindings) have several bones broken to discourage escape attempts. While the methods are brutal, they are not sadistic in nature, merely pragmatic. Dancing Chains (Su): Quimath can control up to twelve chains within 60 feet of him as a move action, making them dance or move as he wishes. These chains can also grow up to 15 feet in length, and sprout vicious barbs and spikes with which to rend a foe. The chains under the Amir's control attack as effectively as the devil himself. If a chain is in another creature's possession, it may attempt a DC 30 will save to break the Amir's power over that chain. If the save is successful, Quimath cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. Regeneration (Ex): Quimath takes normal damage from good and silver weapons and from spells or effects with the good descriptor. Spell-like Abilities: At will - devil's eye, see invisibility, wall of deadly chains. Caster level 24th; save DC 16 + spell level. Unnerving Gaze (Su): Quimath can make his face resemble his foe's loved ones or enemies. This is a gaze attack with a range of 30 feet. Those who fail their saves (Will save DC 28) take a -6 penalty on attack rolls for the next 1d8 rounds. Possessions: The Quimath's adamantine chains have an enhancement bonus of +6. Furthermore, they wrap tightly around his body, creating a makeshift form of armor. This functions as +6 adamantine banded mail with no maximum Dexterity bonus. This function only applies to the Amir himself, other creatures attempting to wear the chains as armor find them no more than magical weapons.
Raithetarkon, Unholy General of Cania
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Pit Fiend (8th Circle General of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 30d8+300 (435 hp) Initiative: +12 (+8 Dexterity, +4 Improved Initiative) Speed: 40 ft., fly 60 ft. (average) Armor Class: 40 (-1 size, +8 Dexterity, +23 natural), touch 17, flat-footed 32 Base Attack/Grapple: +30/+53 Attack: Flame of Cania +52 melee (3d6 + 32 + 3d6 (hellfire) x3) or claw +48 melee (3d8 + 19 + 1d6 (cold)) Full Attack *: Flame of Cania +52/+47/+42/+37 melee (3d6 + 32 + 3d6 (hellfire) x3) or 2 claws +48 melee (3d8 + 19 + 1d6 (cold)), 2 wings +46 melee (3d6 + 9 + 1d6 (cold)), bite +46 melee (4d6 + 9 + 1d6 (cold) plus poison and disease), and tail slap +46 melee (2d8 + 9 + 1d6 (cold)) *
Raithetarkon may make secondary attacks with his wings, bite and tail while wielding his axe.
Space/Reach: 10 ft. /10 ft. Special Attacks: Breath weapon, constrict 2d8+38, disease, fear aura, frost enchanted, improved grab, poison, spelllike abilities, summon devils Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunity to cold, fire and poison, resistance to acid 20, regeneration 8, see in darkness, spell resistance 39, telepathy 200 ft. Saves: Fort +27, Ref +25, Will +30 Abilities: Str 40 (48), Dex 27, Con 31, Int 30, Wis 28, Cha 28 Skills: Balance +29, Bluff +41, Climb +49, Concentration +36, Diplomacy +47, Disguise +39 (+43 acting), Hide +33, Intimidate +43, Jump +48, Knowledge (arcana) +43, Knowledge (nature) +28, Knowledge (the planes) +40, Knowledge (religion) +40, Listen +30, Move Silently +33, Ride +26, Search +25, Sense Motive +33, Spellcraft +40, Spot +30, Survival +39 (+43 above ground, +43 on other planes, +41 tracking), Tumble +22, Use Magic Device +32 (+36 with scrolls) Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (iceball), Power Attack, Violate Spelllike Ability Epic Feats: Epic Will Climate/Terrain: Cania, Eighth of the Nine Hells of Perdition Organization: Solitary (unique) or troupe (2-4 pit fiends, 410 gelugons, 20-50 barbazu) Challenge Rating: 27 Treasure: Double Standard Alignment: Lawful Evil
Raithetarkon is Cania's rising star. He currently holds the rank of baron within Cania's holdings, is one of the governors of the Infernal Denomination of Morale, and is one of Hell’s most respected military minds. His success has been noted by Hell's elite and it remains to be seen whether or not Mephistopheles will retain his loyalties indefinitely. Although physical prowess and martial might were not respected areas within Cania, Raithetarkon still chose to travel that route once he was transferred to the Eighth Hell from the lines of the Blood War. His appointment came directly after Baron Molikroth was revealed to be Lord-Regent Mephistopheles himself, as there were several "gaps" in the court and military that needed filling after that particular event in Hell's history. Many of the older devils within the courts mocked
the new arrival's focus and military precision. They scoffed at his constant attention to detail concerning the armies of Cania. More "helpful" Courtiers informed him of the focus in arcana that he would need to have if he were to succeed. Raithetarkon ignored them all. He was not concerned with making political friends or engaging in the backstabbing of court. He saw his purpose clear before him: to make Cania's army a force to be reckoned with. He would no longer tolerate the lack of discipline and neglect of melee warfare that the forces seemed to be slipping into. Those devils who resisted were either immediately demoted or transferred back to the front lines of the Blood War. It became quickly known that to question the new general was to court ruin. Mephistopheles was impressed with his new subject and decided he would be the perfect test subject in his new magical experiment. The idea was to infuse his devils with the very nature of Cania, making them more powerful and yet further under his control. Raithetarkon accepted this duty and was remade. Immersed in the frigid Frore Sea, eldritch energies were channeled into his essence, shaping him in form and power. He now commanded the cold of Cania with ease. He flung spheres of icy death and caused the very snow of Cania to rise up and fight as his slave. His body was surrounded with an aura of a cold so intense it caused the air to crinkle and crack as he moved through. Raithetarkon was reborn. Currently, Raithetarkon has excellent relationships with Hell at large. Although he is the highest ranked general in Cania, he continues to have an excellent relationship with the Dark Ministry, particularly Dagos. And Zimimar His relationship with Kelvzeron has been one of partnership, unlike his predecessors who quietly scoffed at the idea of a gelugon ever being their equal. In treating Kelvzeron as a subordinate, yet valuing his greater experience, Raithetarkon has ensured the support of the Warden of Cania in his future endeavors. Raithetarkon also has the esteem of both Prince Lixer and Merorem the Darkwind, two arch-devils of no small stature to be sure. Prince Lixer was impressed with the pit fiend's battle prowess when his entourage was beset by daemons. The pit fiend was present as part of the Prince's honor guard, and quickly both formulated and implemented a strategy that cut the attackers apart. Afterwards, the Prince endorsed Raithetarkon's promotion to Lord-Regent Mephistopheles. The Darkwind's motives for the pit fiend's success are as yet unclear; however, it is known that Raithetarkon currently wields a weapon crafted by the Grand Duke's own hand. Even the notice of one of these arch-devils would be amazing for a mere pit fiend to have; the fact that Raithetarkon has the attention of two is something that makes him both envied and feared by all of the Courtiers in Cania. Raithetarkon stands fourteen feet tall, and has deep blue scales. His heavily muscled arms are surrounded in a mist of freezing cold. His eyes are pure white and often covered in an icy sheen. When he speaks, it is in a flat, emotionless voice. Raithetarkon is nearly as cold
as his master, a fact that is chillingly clear to all who encounter him. Combat Raithetarkon begins combat with a greater dispel magic and a quickened iceball. After this, he adjusts his tactics based around his foes. If there are multiple foes, he will summon ice paraelementals or gelugons to aid him. If there are a few powerful foes, he uses his charm monster and power word stun. Although he recognizes the value of his spell-like abilities, Raithetarkon is not shy about moving into melee and making use of his breath weapon, natural attacks, and his vicious great axe. In short, Raithetarkon has little in the way of patterns for combat. He adapts to the situation and does not hold himself to a losing combat. Raithetarkon retreats if he is reduced to one quarter of his hit points. Breath Weapon (Su): As a standard action once every 1d4 rounds, Raithetarkon can expel a gout of Canian Wine from his mouth in a 30 foot cone. Creatures within this area must succeed a Fortitude save DC 35 or suffer the effects of the icy liquid. (2d6 points of Dexterity damage initial and secondary; may affect creatures immune to poison) Constrict (Ex): Raithetarkon deals 2d8+38 points of damage with a successful grapple check against Medium or smaller creatures. Disease (Su): Creature's bitten by Raithetarkon must succeed at a Fortitude save (DC 35) or be infected with a vile disease called frigid ravaging (incubation period 1 day, damage 1d6 constitution, 1 point of permanent drain on a failed secondary save). Fear Aura (Su): As a free action, Raithetarkon can create an aura of fear in a 20 foot radius. It is otherwise identical with fear cast by a 30th level sorcerer (save DC 34). If the save is successful, that creature cannot be affected again by Raithetarkon’s fear aura for one day. Other devils are immune to the aura. Frost Enchanted (Su): Raithetarkon has been permanently altered by Mephistopheles' magic. His natural attacks are treated as frost weapons, dealing 1d6 points of extra cold damage on a successful hit. In addition, Raithetarkon is completely immune to cold. Improved Grab (Ex): To use this ability, Raithetarkon must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Poison (Ex): Bite, Fortitude save (DC 35); initial damage 1d8 temporary Constitution, secondary damage death. Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), iceball (as fireball), ice storm, magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of ice; 3/day Canian ice storm and symbol of pain; 1/month - wish.
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Caster level 30th; DC 19 + spell level. Summon Devils (Sp): Thrice per day, Raithetarkon can automatically summon two lemures, osyluths, or hamatulas, or one erinyes, cornugon, or gelugon. Gelugons summoned by Raithetarkon possess double their standard HD and maximum hp. This superior summoning effect is granted Raithetarkon by Mephistopheles. Summon Ice Elementals (Sp): Thrice per day, Raithetarkon can automatically summon 3 elder ice paraelementals or 6 lesser ice paraelementals. These creatures possess a lawful evil alignment and remain for one hour before disappearing. Regeneration (Ex): Raithetarkon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Possessions: Raithetarkon wields the Flame of Cania, a +4 hellfire blasting great axe crafted from soulsteel. He also wears a gauntlet crafted of dragon bone which grants a +8 enhancement bonus to Strength and causes his claws to deal damage as if he were one size larger. As a standard action at will, Raithetarkon can use the gauntlet to create a temporal field around him that affects everyone within a 60 foot radius as a slow spell. (Caster level 20th; DC 32 negates)
Ruthegax, Master of the Dark Flight Malebranche (Command Sergeant Major of the Legions of Hell) Gargantuan Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 51d8+663 (892 hp) Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Speed: 50 ft., fly 120 ft. (average) Armor Class: 47 (+9 armor, +4 deflection, +3 Dexterity, +25 natural, -4 size) touch 13, flat-footed 44 Base Attack/Grapple: +51/+83 Attack: Wrathwind + 71 melee (4d6 + 24 + 1d6 (fire) x3 plus 1d10 (fire)) or Perdition's Grasp +51 ranged touch (2d6 and anti-magic field and entangle) or +4 repeating crossbow of speed +54 ranged (4d8+14 19-20/x2) or claw +67 melee (3d8+20) Full Attack: Wrathwind + 71/+66/+61/+56 melee (4d6 + 24 + 1d6 (fire) x3 plus 1d10 (fire)) and Perdition's Grasp +51 ranged touch (2d6 and anti-magic field and entangle) or +4 repeating crossbow of speed +50/+50/+50/+45/+40/ +35 ranged (4d8+14 19-20/x2) and +4 repeating crossbow of speed +50/+50/+50/+45/+40 ranged (4d8+14 19-20/x2) or 2 claws +67 melee (3d8+20), bite +62 melee (4d8+10) and gore +62 melee (3d8+10) Space/ Reach: 20 ft. /20 ft. Special Attacks: Charge, fear aura, improved grab, supreme power attack Special Qualities: Damage reduction 25/good epic and silver, darkvision 60 ft., immunity to fire and poison, regeneration 15, resistance to acid 25 and cold 25, see in darkness, spell-like abilities, spell resistance 44, telepathy 400 ft. Saves: Fort +40, Ref +30, Will +29 Abilities: Str 50, Dex 17, Con 37, Int 14, Wis 15, Cha 16 Skills: Balance +9, Bluff +57, Climb +74, Diplomacy +63, Intimidate +63, Jump +34, Listen +56, Move Silently +57, Spot +56, Tumble +57 Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (net), Exotic
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Weapon Proficiency (repeating crossbow), Flyby Attack, Great Cleave, Greater Two Weapon Fighting, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Two Weapon Fighting, Point Blank Shot, Power Attack B, Rapid Shot, Two Weapon Fighting Epic Feats: Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (silver) Climate/Terrain: Avernus, First of the Nine Hells of Perdition Organization: Solitary (unique) or with squad (Ruthegax plus 2d4 malebranche) or Dark Flight (Ruthegax plus 30 elite malebranche (35 HD) and 900 malebranche) Challenge Rating: 32 Treasure: Standard Alignment: Lawful Evil
The mighty Ruthegax serves as the command sergeant major of the Dark Flight, reporting to General Phanior. Smarter and more alert than most of his caste, Ruthegax has a keen insight regarding the three dimensional combat of skies. Both a master combatant and tactician, Ruthegax has formulated many of the strategies and maneuvers that make the Destroyer Corps so lethal on the fields of the Blood War. A hulking monster of a devil, Ruthegax stands nearly 30 feet tall. His massive muscles ripple constantly, holding a strength that puts even pit fiends to shame. The skull of a storm giant adorns his head as a gruesome helm. His voice is like that of a thunderstorm, loud and booming across the battlefield. Countless scars cover his body from head to tail, each one a testament to his invincibility. Combat Despite his massive size and strength, Ruthegax prefers ranged combat. Ruthegax forces foes to come to him through a barrage of death from his forearm mounted crossbows. However, those who are foolish enough to come within range of the deadly Wrathwind are handled with a skill that rivals the greatest weapon masters of most worlds. Ruthegax alternates between using his supreme power attack and Improved Combat Expertise to keep his foes off balance. Perdition's Grasp is employed against any foe who manages to come within range; those who are entangled in the net generally suffer a full attack from Ruthegax the following round. Ruthegax does not retreat unless reduced to one tenth of his hit points or less. Charge (Ex): In addition to normal benefits of a charge, Ruthegax can make a single gore attack that deals triple damage. Fear Aura (Su): Ruthegax can radiate a 15 foot fear aura as a free action. A creature in the area must succeed on a DC 38 Will save or be affected as though by a fear spell (caster level 51st) A creature that successfully saves cannot be affected again by Ruthegax’s aura for 24 hours. Other devils are immune to this effect. Supreme Power Attack (Ex): Ruthegax gains a +2 damage bonus for every -1 penalty he takes to his attack
while using power attack. (Or +4 if using a two handed weapon) Regeneration (Ex): Ruthegax takes normal damage from good aligned or silver weapons, and from spells or effects with the good descriptors. Spell-like Abilities: At will- greater teleport. Caster level 51st. Possessions: Ruthegax wields Wrathwind, a gargantuan +4 demon-bane, flaming burst trident, wrought of cold iron. 3/day it can be used to cast greater dispelling on a creature it has just struck as a free action. Perdition's Grasp is a special adamantine mesh net that deals 2d6 points of slashing damage every round the target is entangled. It is enchanted with an antimagic field (caster level 20th) that activates upon a successful strike. On an unsuccessful strike, it returns to Ruthegax's hand, folded again for use. The net has 60 hp, hardness 20, and can be burst with a DC 40 Strength check, which is a full round action. One can also free himself from the net with a DC 35 Escape Artist check as a full round action. Attempting either of these actions inflicts 4d6 points of damage upon the victim, regardless of success. In all other ways it is identical to a regular net. Ruthegax also wears two +4 repeating heavy crossbows of speed mounted on his forearms. Their ammunition is stored in an extra dimensional space, and automatically loaded as Ruthegax needs it. Common enchantments upon the ammunition include axiomatic, bane (celestial or demon), unholy and vile. He also has a significant amount of spectral and greater slaying bolts. Many are treated with various poisons as well. The crossbows fire with a significantly increased force than normal, giving them an effective strength score of 30, and deal additional damage as a mighty composite bow would. Ruthegax also wears a +5 breastplate of moderate fortification and a helm of protection +4, forged from the ribcage and skull of a storm giant.
Sidiar, Maestro of the Infernal Choir Kocrachon Large Outsider (Devil, Evil, Extraplanar, Lawful Hit Dice: 27d8 + 189 (310 hp) Initiative: +12 Speed: 20 ft., fly 60 ft. (good) Armor Class: 36 (+8 armor, +8 Dexterity, +11 natural, -1 size) touch 14, flat-footed 21 Base Attack/Grapple: +27/+39 Attack: The Flayer +38 melee (1d6+11 plus 2 Con and 2 Cha 19-20/x2) or bite +34 melee (2d4+7 and poison) or Lead Flask +34 ranged touch (3d8 fire and 1d4 Dex plus splash) Full Attack: The Flayer +38/+33/+28/+22 melee (1d6+11 plus 2 Con and 2 Cha 19-20/x2)and bite +29 melee (2d4+7 and poison) and claw +29 melee (1d6+3 and pain) or lead flask +34 ranged touch (3d8 fire and 1d4 Dex plus splash) Space/Reach: 10 ft. /10 ft. Special Attacks: Flense, pain touch, poison, spell-like abilities, summon devils Special Qualities: Damage reduction 15/good and silver, darkvision, immunity to fire and poison, resistance to acid
15 and cold 15, sadism, see in darkness, spell resistance 33, talented torturer, telepathy 200 ft. Saves: Fort +22, Ref +23, Will +19 Abilities: Str 24, Dex 26, Con 25, Int 21, Wis 18, Cha 22 Skills: Bluff +42, Craft (drug) +35, Craft (poisonmaking) +35, Diplomacy +28, Escape Artist +26 (+30 ropes), Gather Information +42, Heal +34, Hide +29, Intimidate +62, Knowledge (local: Phlegethos) +25, Listen +30, Move Silently +33, Perform (musical composition) +31, Sense Motive +34, Spot +30, Use Rope +30 (+32 bindings) Feats: Ability Focus (pain touch), Dark Speech, Fly-by Attack, Improved Initiative, Persuasive, Quicken Spell-like Ability (wrack), Skill Focus (Intimidate), Weapon Finesse Epic Feats: Epic Reputation, Epic Skill Focus (Intimidate) Climate/Terrain: Abriymoch, Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary (unique) or with squad (Sidiar plus 3 kocrachon and 9 hamatuala) Challenge Rating: 21 Treasure: Double Standard Alignment: Lawful Evil
The songs of Belial the Lord of Light echoed sweetly in the Seven Heavens before The Great Fall. His voice was pure and sweet, a harmony of holiness that edified and exalted those who heard it. The songs of Belial the Dark Light of Hell continue in his new kingdom, but the crystal tones have been replaced with the screams of the damned. It is here that Sidiar makes his music, an anthem of agony to soothe his Lord's ears. Every shriek, moan, and whimper is precisely pitched to present a malignant melody. Far from crass noise, Sidiar ensures that the hymns of Hell have all the majestic quality as their counterparts from on High. There is something dark and triumphant about the music, something that makes it easy to forget that it is created from the sounds of torn flesh, shattered bone, and dominated souls. When Sidiar is not composing a new piece for the halls of Abriymoch, he is usually found in the torture chambers, overseeing operations therein. He is a true disciple of pain and is always on the lookout for a new technique that might add to his sinister symphony. For Sidiar, merely causing pain is a base accomplishment, worth almost nothing. It is in mastering pain, knowing it so intimately, that one can produce the same results over and over, with no variance; that is the true mark of a virtuoso! Before a victim's bowels slide from the belly, Sidiar knows how and when they will strike the ground. He knows the exact moment in which to sever the vocal cords to create a momentary rest, and at what angle and pressure to which an arm must be bent for a drawn out break rather than a sudden snapping. However, he is not content with his level of knowledge, and seeks to expand it. The Despoiler of Flesh is fiercely sought after by Sidiar for he is convinced that its powers would finally unlock the secrets of “true pain”. The denizens of Phlegethos who demand Sidiar's personal attention were once the most depraved, sadistic, evil beings upon the Mortal Coil. Sidiar's official work is to mold these vile beings into devils true. Sidiar
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measures their quality, judging them worthy to be promoted beyond the lowly lemure, or consigning them to the Pits of Flame with the rest of the lot. His “investigations” can take decades, yet that is still considerably shorter than the eternities they would otherwise spend as lemures. So far, none that Sidiar has termed deserving of advanced promotion has done ought but impress. Sidiar is a hunched backed kocrachon of near white coloration. His six wasp-like wings are transparent with black veins highlighting them. His carapace is covered in hair-line cracks, and his hide is mottled with countless scars, most self-inflicted. His left arm is severed at the forearm, and his wicked weapon The Flayer is fused to the stump. Sidiar speaks in a low, hoarse voice, dripping with menace. Combat Sidiar does not enjoy combat and typically summons aid (usually a squad of barbazu) as soon as combat seems imminent. In the event that he does not immediately flee, Sidiar remains well behind his troops, using hold monster and wrack as he sees fit. Despite having access to curative magic, he never voluntarily heals any of his allies, and only in the most dire of situations (reduced to 10 hit points or less) will he use it on himself. If his foes appear to be overcoming his summoned help, Sidiar will flee via greater teleport. If trapped, he will make use of quickened wrack spells and full attacks. Sidiar will often attempt to take a hostage if he can, typically someone who has succumbed to wrack. If he cannot flee and obviously cannot win, Sidiar surrenders, promising any number of concessions to save his life, from information to conversion to the path of righteousness. However, such concessions are but ploys to buy time to escape, which he does at the first opportunity, or lull his captors into complacency. If his foes do not appear responsive to his entreaties, Sidiar abandons them quickly, and attempts to cause as much pain to as many foes as possible before dying. Flense (Ex): Sidiar can strip the flesh from a victim who is helpless. Using a combination of his proboscis and The Flayer, he peels away the skin, causing the victim to suffer 1 negative level. This process takes five rounds to complete, if Sidiar is interrupted at any point during the flensing, the victim instead takes 1d4 points of Constitution damage. Sidiar's flense ability is enhanced by The Flayer, described below. This power can be used upon devils in conjunction with Sidiar's baleful polymorph ability to permanently reduce the victim in hit dice and station. Fleshcraft (Ex): Sidiar can alter the physical and spiritual makeup of his victims. This requires one hour for him to accomplish. The victim must be
rendered helpless the entire time and receives a Fortitude save DC 30 to resist the transformation. Sidiar can turn his victims into any devil or fiendish animal possessing 27 hit dice or less. An altered victim gets a Will save DC 29. If successful, the change only lasts twenty-seven days. If failed, the change is permanent. Pain Touch (Su): The touch of Sidiar's claw causes intense agony. A victim must succeed on a DC 32 Fortitude save or be stunned for one round from the pain. Sidiar can use this attack in conjunction with his claw attack or separate as a melee touch attack that deals no damage. The save is Constitution-based. Poison (Ex): Injury, Fortitude DC 30, initial damage 1d6 Wisdom, secondary damage 2d6 Wisdom. The save DC is Constitution-based. Sadism (Ex): For every 10 points of damage Sidiar deals in a round, he gains a +1 profane bonus to attack rolls, saving throws and skill checks the next round. Spell-like Abilities: At will – animate dead, contagion (may be administered as a bite attack), cure moderate wounds, deathwatch, desecrate, detect good, greater teleport (self plus 50 pounds of objects only), hold monster, inflict moderate wounds, liquid pain*, magic circle against good, minor image, suggestion, wither limb*, wrack*; 1/ day - symbol of pain, thousand needles*, wave of pain*. Caster level 27th, save DC 16 + spell level. *From Book of Vile Darkness Summon Devils (Sp): Four times per day, Sidiar can automatically summon 1d8 barbazu or 6 kocrachons. These devils may have twice their standard amount of hit dice. This ability is the equivalent of an epic spell. Talented Torturer (Ex): Sidiar receives a +9 profane bonus to Intimidate checks made in conjunction with torture equipment and to the Escape Artist DC set by the equipment. He also has great control over the amount of damage he deals with such devices. Sidiar can decrease the damage dealt by a device to the absolute minimum, or increase the damage by 200%. The choice for either is made before the application of the torture device that round. Possessions: The Flayer, a wicked looking crescent blade that functions as a +4 dagger of greater wounding and greater scarring, is fused to Sidiar's left arm stump. This item enhances his flense ability, allowing him to accomplish the flensing in one half the time and increasing the Constitution damage should he be interrupted. Sidiar also utilizes a unique splash weapon. The weapon covers the targets with burning lead, which hardens upon contact with the air. The weapon deals 3d8 points of fire damage and 1d4 points of Dexterity damage on a direct hit, and 1d8 points of splash damage. Sidiar typically carries 10 of these weapons if encountered outside of his torture cham-
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bers. Sidiar wears a cloak and mantle of cured human hide that functions as a suit of +5 hide armor with no maximum dexterity bonus and also grants him a +5 bonus to Intimidate checks. Three times per day he can use the cloak to make use of the alter self spell to assume a humanoid form. While utilizing this function, the cloak also grants him the benefits of a nondetection spell. (caster level 20th).
Verrier, Hell’s Pawn Malefircarim (Hellspawn) Gargantuan Outsider (Abomination, Evil, Extraplanar, Lawful) Hit Dice: 90d8+1170 (1980 hp) Initiative: +15 (+7 Dexterity, +8 Superior Initiative) Speed: 80 ft., fly 240 ft. (perfect) Armor Class: 72 (+9 armor, +9 deflection, +7 Dexterity, +41 natural, -4 size) touch 26, flat-footed 65 Base Attack/Grapple: +90/+123 Attack: Claw +107 melee (8d6+21+1 vile) Full Attack: 2 claws +107 melee (8d6+21+1 vile), bite +102 melee (8d8+10+1 vile), 2 wings +102 melee (4d6+10+1 vile), tail +102 melee (8d8+10+1 vile) Space/Reach: 20 ft./20 ft. Special Attacks: Fear aura, improved grab, Spawn of Hell, spell-like abilities, summon devils Special Qualities: Damage reduction 35/good, epic and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 50 and cold 50, Pawn of Hell, regeneration 45, see in darkness, spell resistance 69, telepathy 1,000 ft. Saves: Fort +60, Ref +54, Will +63 Abilities: Str 53, Dex 24, Con 36, Int 35, Wis 31, Cha 42 Skills: Balance +17, Bluff +109, Concentration +106, Diplomacy +129, Disguise +109 (+119 when acting in character), Escape Artist +100, Forgery +105, Gather Information +119, Hide +88, Intimidate +119, Jump +51, Knowledge (arcana) +105, Knowledge (history) +105, Knowledge (local - Hell) +105, Knowledge (nature) +20, Listen +103, Move Silently +100, Search +105, Sense Motive +103, Spellcraft +115, Spot +103, Survival +103 (+113 tracking), Tumble +100, Use Rope +7 (+17 with bindings) Feats: Awesome Blow, Cleave, Combat Reflexes, Corrupt Spell-Like Ability, Craft Rune, Dark Speech, Dodge, Empower Spell-like Ability (firestorm), Empower Spell-like Ability (meteor swarm), Flyby Attack, Great Cleave, Improved Initiative, Iron Will, Mobility, Multiattack, Power Attack, Quicken Spell-like Ability (meteor swarm), Quicken Spell-like Ability (hold monster), Quicken Spell-like Ability (greater teleport), Spring Attack, Vile Natural Attack, Violate Spell-like Ability Epic Feats: Blinding Speed, Epic Devotion (chaotic), Epic Will, Improved Combat Reflexes, Spellcasting Harrier, Spell Stowaway (wish), Superior Initiative, Tenacious Magic (greater invisibility), Tenacious Magic (unholy aura) Environment: The Nine Hells of Perdition Organization: Solitary (Unique) Challenge Rating: 57 Treasure: Standard Alignment: Lawful Evil
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Hell is perfect in its tyranny. All fall in line with the Laws of its King. There is no option other than obedience. Or so the ignorant believe. There is another way in Hell, for those crafty enough, cunning enough, and ambitious enough to seize the power rightfully theirs. King Asmodeus is nothing more than a petty thief, who hordes and squanders a vast power he cannot possibly fathom. Those who realize this truth, serve its author, Verrier the Defiant. The leader of the infernal resistance. Master of the malefircareim. Hell’s Pawn. Very few know much of the Wars of Dominance, which raged across Hell while The Overlord slept. Upon awakening, Lucifer swept through the ranks of the malefircareim. A few embraced the power Lucifer offered and became arch-devils. Eight of the most powerful bowed their heads and were given places of honor. One rose above all this. The most powerful of the Children of the Devil would neither bow nor submit. Verrier continued to fight a hopeless war, untainted by divine or cosmic power. So vast was his charisma that he bent his untainted brethren to his will. Once he had done this, he marched an army over nine million malefircareim strong across the plains of Avernus, intent on eliminating Lucifer once and for all. Alight with power, the Morningstar descended upon the forces. Most were rent by the sheer majesty of The Lord of the Nine; others fought with muscle and mind, only to fall one by one. Some few were sealed away in prisons of ice along the banks of the Styx and in what is now the Frore Sea in Cania. Their dark forms can still be made out, frozen in battle with creatures summoned by Lucifer to aid in the slaughter. In the end, only Verrier remained. Held fast by Lucifer’s unmatched might, he was forced to bear the humiliation of the Hell Father’s taunting. He had been duped. His gathering of an army had only allowed Lucifer to cleanse Hell in one fell swoop. He was rewarded with a title: Hellspawn. Hell’s Pawn. Then Lucifer hurled him down through the layers of Perdition, in a parody of his own tremendous descent. Verrier’s broken body was tossed into the caves of Malbolge, and for a thousand eons he slumbered. His blood flowed from countless wounds, the essence of Hell leaking from his body. From this liquid arose the first misshapen creatures that would become known as nupperibo. When he awoke, Verrier was alone. He was tentative in his forays into Hell at large, cautiously seeking information. He soon discovered that Lucifer had been deposed by another devil. However, this newcomer was as distasteful in policy to Verrier as his predecessor. He immediately set out to depose the new king, gathering once again a following. However, Hell had changed. No longer did it war with itself. No longer did violence run rampant. Instead, a vast order had been imposed. A multitude of lesser beasts had overrun the plane, scurrying about
like insects. An overlying plan ordained all actions taken. Thus Verrier was frustrated in his devices, as he sat in the darkness and gnawed the memories of past glory and power over in his mind. It was in such a state that he was offered a new hope. Leviathan. The former Lord of the Fifth, newly imprisoned in ice, had already begun to search for a way to not only break free of his prison, but to overthrow Asmodeus. Casting out his net wider and ever wider, he came at last to the mighty mind of Verrier, who paused to listen for a moment. Recognizing the voice as one of the chief traitors in the old fight of malefircareim against Lucifer, Verrier decided to hear the other’s schemes. Leviathan whispered in the mind of the Hell’s Pawn, and Verrier heard the hatred and contempt that his brother held for the current hegemony of Hell. The two of them quickly formed an alliance of sorts, kindred spirits as they were. Whereas Leviathan schemes—far too openly at times—to overthrow Asmodeus and place himself at the helm of the new Hell, Verrier desires to return Hell to the days he remembered before the coming of Lucifer. Determined to undermine the new Hell from within, Verrier sought what servants he could. He found his first servants in the devolved forms of his brethren, the nupperibo and barregon. These creatures were naturally inclined to his cause, the barregon in particular of great use; it is largely due to Verrier that these creatures originally swore a secret “loyalty” to Leviathan en masse. In more recent times, this arrangement has caused nothing but grief for Verrier; with Leviathan restored to his position as Lord of the Fifth, most of the barregons now heed Leviathan’s commands over his own of their own volition. Other servants were found, though; loyal true devils swayed by the might and charisma of the greatest of the Children of Hell, feeling that they could ride a faster path to greatness with Verrier than under the rule of the king. Some of these servants he gathered to serve him directly, but most he sent forth into the armies of Perdition to spread the word of rebellion and recruit new followers. Many were caught of course, and horribly punished, but this only spread the rumors of his power, on par with that of the King of Hell himself. The rebellion had begun. Verrier has agents in every layer of Hell, from Avernus to Nessus. Weaker arch-devils have pledged themselves to his cause, as well as renegade pit fiends. Nearly all surviving or reborn malefircareim serve him as well, and if he can ever take the reins of power held by Duluhad and Leviathan, the barregon might be turned in their loyalty to follow him once more. Even a few lesser and demigods who make residence in Hell support Verrier’s rebellion. While many suspect Prince Leviathan of being tied to the resistance, the truth of this matter has ever been complicated. The alliance between the Prince
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of Stygia and Hell’s Pawn is all but dissolved and little real support is shared between the two parties. The change in the relationship between Hell’s Pawn and the Prince can certainly be traced back to the point where Leviathan was reinstated to his position as Lord-Regent of Stygia, regaining the cosmic power associated with that post, and stealing away the loyalty of the barregons. Verrier does not trust any of the so-called Lord-Regents of Hell, as he (correctly) associates such power directly with Asmodeus. However, the influence of a Lord-Regent of Hell is nothing to discount, and Verrier is loath to let his alliance with Leviathan fall apart in its entirety, looking for any and every advantage for his rebellion. Outside of Hell, Verrier is all but unknown. His few agents who operate outside of Hell usually make contact with organizations of Good or Chaos, feeding them information designed to strategically weaken or distract the loyal forces of Perdition. Verrier usually resides in one of his multiple strongholds, which are located throughout Avernus, Malbolge, and Stygia. These fortresses are cloaked with powerful illusions and anti-scrying magicks, and randomly teleport to different unpopulated locations within their respective layers of Hell every nine days or as willed by Verrier. It is from these residences that he controls the rebellion he hopes will one day reshape the face of Hell. Lilith, the Lord of the Sixth, is the closest to detecting Verrier’s presence, as she has noted that a few pit fiends associated with her court have disappeared in the dark chasms where Verrier had laid for eons. Though she has marked their disappearance, she is waiting on full consolidation of her power in Malbolge before launching a full investigation. Verrier appears in his true form as a 33-foot tall muscular humanoid. Two pairs of horns adorn his head, one pair curving around his temples as a ram's, and the other curling upwards from his forehead. His mouth is a sea of daggers, divided by a pitch black, forked tongue. Hair the color of a dying sun falls down the back of his head to his shoulders. His skin is rich ebony, as if his very body was formed from obsidian. Lines of red and orange run in strange designs upon his body, foul symbols of vile evil. His feet are hoofed, like those of a massive bull, and his powerful legs reveal a strength matched by few. When he speaks, his voice is deep and powerful, yet smooth and pleasing to the ear. It resonates within one's body, mind and soul, compelling them to immediate obedience. Combat Verrier does not engage in combat if he can help it. As the most wanted creature in Hell, he cannot risk protracted fights that may compromise his position. His usual tactic is to summon renegade pit fiends
and teleport away. If he is prevented from escaping, Verrier will usually use greater dispel magic and delayed blast fireball before moving into melee where his tattoos can be brought into play. Spellcasters are his primary targets, although he will adjust to deal with physical fighters should they be proving the real problem. He alternates between both illusionary and real reinforcements, and takes to flight on the wing as soon as he feels he can make a clean escape. Abomination Traits: Verrier is immune to polymorphing, petrification, and other forms-altering attacks. He is not subject to energy drain, ability drain, ability damage, or death from massive damage. Verrier is immune to mind-affecting effects. He possesses cold resistance 50. Verrier is under a persistent non-detection effect. He possesses true seeing at will, blindsight out to 500 feet, and can communicate telepathically with any creature that has a language within 1000 feet. Verrier otherwise functions as a divine rank 0 deity. Fear Aura (Su): Verrier can radiate a 30 foot radius fear aura as a free action. A creature in the area must succeed on a DC 71 Will save or be affected as though by a fear spell (caster level 90th) A creature that successfully saves cannot be affected again by Verrier’s aura for 24 hours. Other malefircareim are immune to this effect, and Verrier can select which creatures within the radius are affected. Improved Grab (Ex): If Verrier hits with his claw, he deals normal damage and may immediately attempt to start a grapple as a free action that does not provoke an attack of opportunity. Verrier can use this ability on any creature of Gargantuan size or smaller. Each round the hold is maintained, Verrier deals 8d6+21 points of damage to his victim. Malefic Reflection (Sp): Verrier is immune to all 1st – 6th level spells that target him as though protected by a lesser version of epic spell reflection (caster level 67th). This effect is tenacious; i.e. if dispelled or disjoined, it is merely suppressed for 1d4 rounds. Pawn of Hell: Verrier is resistant to damaging cosmic powers (hellfire, damaging Diabolical Adaptations, etc.). He takes only half damage from these effects; for those effects that allow a saving throw, Verrier’s success means he takes no damage from the cosmic effect. He possesses no such resistance to divine powers, which affect him normally. Verrier cannot be detected by the sensory powers of deities or cosmic entities. Though he does not know it, Verrier is protected from detection by Asmodeus himself (who can still sense Hell’s Pawn with ease). Spawn of Hell: Verrier's blood contains the very essence of Hell within it. When struck with a piercing or slashing weapon, this blood falls to the ground where it grows into a nupperibo in the next round. The nupperibo possesses 1 additional HD for every 10 points of damage over 20 that Verrier suf-
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fered from the attack. If Verrier suffers over 150 points of damage in a single attack, the blood grows into a barregon instead, with 1 additional HD for every 10 points of damage over 150. If he suffers over 450 points of damage in a single attack, the blood becomes a fully grown malefircarim. For every 20 points over 450, a nupperibo is grown in addition to the malefircarim, with the pattern repeating itself. For example, should Verrier suffer 486 points of damage in a single attack, the blood would form a malefircarim and a 3HD nupperibo. Spell-like Abilities: At will – animate dead, baleful polymorph, blasphemy, blur, charm monster, create greater undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, fire storm, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds only), hallucinatory terrain, hellball, hold monster, magic circle against chaos, magic circle against good, mass hold monster, meteor swarm, persistent image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of pain, unholy aura, unholy blight, unhallow, wall of fire; 3/day – wish. Caster level 90th; DC 26+ spell level. Summon Devils (Sp): Verrier can automatically summon 12d6 nupperibos or imps, 3d6 barregons or 9 renegade pit fiends four times per day. These devils may have triple their standard Hit Dice. (Treat renegade pit fiends as 45 HD Nessians with 39 Con, Toughness x3, and 999 hp). Tattoos: Verrier has many marks all over his body tracing vile symbols of evil. These are actually potent arcane sigils that create a variety of effects around Verrier. Where applicable, the save DC is 68 and the caster level is 67th. Destruction: This symbol, located on Verrier's chest, functions as a permanent symbol of death except that the hit point limit is 333 and the range is 20 feet. Merely coming within a 20 foot cone of Verrier's front triggers the effect. Corruption: This pattern is located along Verrier's left arm. Any weapon striking Verrier is affected as though by a rusting grasp spell. This effect can affect magical weapons of up to +8 enhancement. Bereavement: This mark is located along Verrier's right arm. Creatures within 60 feet of Verrier are affected as though by energy drain. A successful Fortitude save negates the effect. Once affected, a victim is not subject to the effect for 1 minute. Suffering: Verrier's back bears this symbol which functions as a permanent symbol of pain except that the penalty imposed is -9. Any within a 60 foot cone of Verrier's back trigger the effect. Misdirection: Verrier's wings have this mark etched into them. Those beyond 60 feet of Verrier suffer a 50% miss chance on all ranged attacks against him, including single target spells. He receives the benefits of improved evasion against area
effect spells originating from beyond that point as well. Power: This mark is located over Verrier's legs. It is identical to a permanent symbol of stunning, except the hit point limit is 333, and the range is 20 feet. All within 20 feet of Verrier are subject to the effect. Deception: This swirling pattern covers Verrier's tail. Those within 60 feet of Verrier must succeed on a Will save or be subject to a cruel illusion. The victim sees every creature he looks upon as having his own appearance. This inflicts a -9 profane penalty on attacks, as well as confuses the target as to who is ally and who is enemy. A creature under the effects of true sight receives a +7 bonus on his saving throw, but is affected normally if he fails. Tyranny: Verrier bears this brand upon his forehead. All within 20 feet of Verrier must succeed at a Will save or be subjected to a dominate monster effect. A potential victim that saves against this effect is immune to it for 24 hours. Regeneration (Ex): Verrier takes normal damage from epic good aligned silvered weapons and from spells and effects with the good descriptor. Possessions: Aside from his multiple magical tattoos, Verrier bears little on his person. Two wristbands of cold-wrought iron grant him the combined benefits of a ring of protection +9 and bracers of armor +9. However, he has access to vast hordes of magical items, should he need them. Verrier can obtain any magical item costing less than 900,000 gold pieces given a few days. He also is rumored to possess several minor and major artifacts.
Vhesage, Governor of Malsheem Pit Fiend (8th Circle General of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful) Cleric 10/Dread Inquisitor 10 Hit Dice: 47d8 + 470 (681 hp) Initiative: +9 Speed: 40 ft., fly 60 ft. (average) Armor Class: 41 (-1 size, +9 Dexterity, +23 natural), touch 17, flat-footed 40 Base Attack/Grapple: +37/+55 Attack: Rod of tyranny +59 melee (2d6+23); or claw +50 melee (2d8+14) Full Attack: Rod of tyranny +59/+54/+49/+44 melee (2d6+23) and 2 wings +48 melee (3d6+7) and bite +48 melee (4d6+7 plus poison and disease) and tail slap +48 melee (2d8+7); or 2 claws +50 melee (2d8+14) and 2 wings and bite and tail slap Space/Reach: 10 ft. /10 ft. Special Attacks: Constrict, disease, fear aura, force shapechange, improved grab, learn the truth, poison, rebuke undead, spell-like abilities, spells, summon devils Special Qualities: Damage reduction 15/epic good and silver, darkvision 60 ft., immunity to fire and poison, inquisitor immunities, inquisitor sight, resistance to
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acid 15 and cold 15, regeneration 7, see in darkness, spell resistance 46, telepathy 200 ft. Saves: Fort +35, Ref +34, Will +36 Abilities: Str 39, Dex 29, Con 31, Int 29, Wis 33, Cha 31 Skills: Bluff +64, Concentration +40, Decipher Script +29, Diplomacy +54, Disguise +10 (+16 acting), Gather Information +72, Hide +35, Intimidate +70, Jump +17, Knowledge (arcana) +49, Knowledge (local) +59, Knowledge (nature) +19, Knowledge (nobility) +34, Knowledge (the planes) +24, Knowledge (religion) +59, Listen +41, Move Silently +39, Search +56, Sense Motive +61, Spellcraft +53 (+57 with scrolls), Spot +56, Survival +11 (+13 above ground, +13 on other planes, +17 tracking), Use Magical Device +40 (+46 with scrolls) Feats: Divine Metamagic (Reach Spell), Divine Metamagic (Violate Spell), Flyby Attack, Investigator, Leadership, Multiattack, Power Attack, Reach Spell, Transdimensional Spell, Violate Spell Epic Feats: Epic Leadership, Epic Reputation, Improved Spell Capacity (x2), Spectral Strike, Spontaneous Domain Access (Inquisition) Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary (unique) or with honor guard (9 Nessian pit fiends) Challenge Rating: 34 Treasure: Rod of tyranny and other possessions
Throughout the Dark Ministry, there is only one pit fiend more feared than Vhesage and that is Minister Zimimar. The Governor of Malsheem, Vhesage the Scourge is one of the most loathed devils in Hell and she would have it no other way. Convinced that there are spies and traitors scattered across the Legions, Vhesage knows that only her persistent searches can uncover them all, that only her invasive pogroms can force the liars and the cheats to divulge their secrets. Vhesage does not believe that her duties end just within the Ministry, but that they occasionally seep into the upper echelons of Hell’s nobility. While she always refers situations of that sort to the Infernal Denomination of Espionage, she takes pride in bringing down high-ranking, soft-souled nobles. Vhesage is as conniving as she is brave; she possesses no fear of punishment because she knows that her responsibilities ultimately benefit the only thing that matters to her: Hell. She takes every high level accusation of treason to heart and it takes much to convince her that one is not guilty (she does not believe that anyone is innocent). Vhesage often takes pains to maintain surveillance over those who she finds not guilty; 60% of them are later charged and found guilty of new, even greater crimes. Although Zimimar is technically in charge of all infernal agents, it is Vhesage who truly manages these units. She also contracts moles, although she technically must always go through Zimimar before finalizing such arrangements. In reality, Vhesage reports to Martinet, the Constable of Hell; nevertheless, Vhesage respects Zimimar enough to keep her appraised of all investigations. Unsurprisingly, the
Scourge has no allies in Hell, although she is considered in a reasonably favorable light by the generals of Espionage. Vhesage is under orders from Martinet not to investigate Ariyan and Gazra, her two peers whom she strongly suspects are involved in inappropriate situations. While she has absolutely no respect for him, Vhesage is largely loyal to Martinet due to his proximity to The Overlord. Vhesage is one of the oldest devils in the Ministry and was there during the Dies Irae; once a servant of Moloch, she knows she will never rise to the status of Courtier anywhere other than Nessus. This remains her only dream besides the complete and utter victory of Hell. Vhesage appears as an almost skeletal pit fiend with tremendous, glowing white eyes. Her motions are stiff and she does not seem to walk so much as make short teleportations when moving from place to place. She speaks with a cracked voice that condemns all that hear it. Combat Vhesage is rarely encountered beyond Malsheem without at least her honor guard. If attacked, she remains to the rear of combat, aiding her guardians with magic. She tends to use touch spells in conjunction with her Flyby Attack feat. If she has prepared violated spells, she will make use of them or use her Divine Metamagic Feat to convert spells. If the battle turns against her, Vhesage immediately retreats under any means necessary. If attacked within Malsheem, Vhesage immediately activates the many alarms throughout the fortress. In moments, hordes of Nessian pit fiends will fill the halls, making her further involvement unnecessary. Constrict (Ex): Vhesage deals 2d8 + 28 points of damage with a successful grapple check. Disease (Su): A creature struck by Vhesage's bite attack must succeed at a DC 33 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Fear Aura (Su): Vhesage can radiate a 20-footradius fear aura as a free action. Creatures in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 27th). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura. Force Shapechange (Su): Vhesage can force a creature into its natural form with a touch attack. She makes a caster level check (1d20+44) against the effect which if successful, undoes any alter self, polymorph, shapechange, or other alternate form abilities, whether extraordinary, spell-like, or supernatural in nature. The creature cannot change its shape again for 1d6 rounds. Improved Grab (Ex): To use this ability, Vhesage must hit a Medium or smaller opponent
with her tail slap attack. If she gets a hold, she can constrict. Inquistor Immunities (Ex): Vhesage is immune to all charms, compulsions, and any abilities that displace her life force such as magic jar, soul bind, or trap the soul. Inquisitor Sight (Su): Vhesage automatically receives a Will save to disbelieve any illusions she views. She does not need to interact with or touch the illusion. Vhesage gains a +4 bonus on Spot checks to oppose Disguise. Vhesage constantly discerns lies as the spell. Thrice per day (or at will if within Nessus) Vhesage may detect chaos. Learn the Truth (Su): By touching a creature who has lied to her, Vhesage may force it to reveal the truth. The creature gains a Will save (DC 30) to resist, if failed the creature must speak the true version of the lie it uttered. This is a mind affecting compulsion effect. Vhesage may use this ability three times per day, or at will if within Nessus. Poison (Ex): Injury; Fortitude DC 33; initial damage 1d8 Constitution, secondary damage death. Rebuke Undead (Su): 13/day, Vhesage may rebuke or bolster undead. She rebukes undead as a 10th level cleric and gains a +6 profane bonus on her rebuke checks. Divine Metamagic: Vhesage may expend three rebuke attempts to add the Violate or Reach metamagic to any of her spells without increasing the casting cost. Regeneration (Ex): Vhesage takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day – meteor swarm and symbol of pain; 1/year – wish. Caster level 27th ; DC 20 + spell level. Spells: 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+ 1/2/2; Caster level 40th; DC 21 + spell level Example cleric spells prepared: 0 – cure minor wounds, create water, detect poison, light, mending, read magic; 1st – bane, curse water, deathwatch, divine favor, doom, obscuring mist, protection from chaos*, remove fear, sanctuary; 2nd – calm emotions, detect thoughts*, enthrall, find traps, hold person, shatter, silence, status, zone of truth; 3rd – bestow curse, blindness/deafness, clairaudience/ clairvoyance*, invisibility purge, magic circle against chaos, remove curse, remove disease, speak with dead; 4th – death ward, dimensional anchor, divination, order’s wrath*, restoration, sending, spell immunity, tongues; 5th – greater command,
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flame strike, mark of justice, mass inflict light wounds, righteous might, slay living, symbol of pain, true seeing*; 6th – blade barrier, find the path, heal (x2), hold monster*, symbol of fear, word of recall; 7th –dictum, greater restoration, greater scrying, harm (violated), legend lore*, repulsion, symbol of stunning; 8th – dimensional lock, destruction (violated), discern location*, greater spell immunity, harm (reaching), shield of law; 9th – astral projection, energy drain, etherealness, implosion, miracle, soul bind; 10th – energy drain (transdimensional), fire storm (transdimensional, violated); 11th – storm of vengeance (transdimensional, violated) (x2). Domains: Inquisition, Knowledge, Law. Vhesage has a +4 bonus on dispel checks, and casts Law spells at +1 caster level. Summon Devils (Sp): Thrice per day, Vhesage can automatically summon two lemures, osyluths, or hamatulas; or one erinyes, cornugon, or gelugon. Cohort: Renardo, a twin bastard sword-wielding osyluth, is never far from Vhesage's side. He defends his master to the death. 21 HD osyluth fighter 10.
Yzed, Guardian of the Armory Barbazu (Sergeant of the Infernal Vanguard) Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 18d8+90 (171 hp) Initiative: +8 (+4 Dexterity, +4 Improved Initiative) Speed: 40 ft. Armor Class: 28 (+5 armor, +4 Dexterity, +10 natural, 1 size) touch 13, flat footed 24 Base Attack/Grapple: +18/+30 Attack: Faithbreaker +29 melee (2d8+15 plus infernal wound 19-20/x3) or claw +25 melee (1d8+8) Full Attack: Faithbreaker +29/+24/+19/+14 melee (2d8+15 plus infernal wound 19-20/x3) or 2 claws +25 melee (1d8+8) Space/ Reach: 10 ft. /10 ft. (15 ft. with glaive) Special Attacks: Battle frenzy, beard, infernal wound, summon devils Special Qualities: Damage reduction 10/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell-like abilities, spell resistance 24, telepathy 100 ft. Saves: Fort +16, Ref +15, Will +14 Abilities: Str 26, Dex 19, Con 21, Int 12, Wis 16, Cha 16 Skills: Climb +29, Concentration +26, Diplomacy +24, Hide +21, Intimidate +24, Listen +24, Move silently +25, Sense Motive +24, Spot +24 Feats: Cleave, Combat Reflexes, Improved Critical (glaive), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (glaive) Climate/Terrain: Avernus, First of the Nine Hells of Perdition Organization: Solitary (unique) or with team (Yzed and 5-10 standard barbazu) Challenge Rating: 12 Treasure: Standard Alignment: Lawful Evil
Sergeant Yzed serves as the guardian of Bael's
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armory in Avernus. This storehouse contains magical items of mass destruction and as such the Warlord does not fancy the thought of others being able to make use of them. As the most powerful barbazu ever to survive the front lines of the Blood War, Yzed has so far shown himself equal to the task of guardianship. His unusual intelligence and insight have gained him the loyalty of his troops, who see him as the epitome of their rank. However, it is not his keen wit that placed him in his position, and he knows it. Yzed is the most vicious, determined, and brutal fighter the barbazu have ever produced, and these qualities are what continue to keep him on top. Yzed is ten feet tall and has dark brown coloration. His eyes are a feral red, and glow when he is enraged. His beard is constantly writhing, as if it were alive and independent of the devil. Yzed possesses a somewhat lanky frame, but his strength exceeds that of an ogre, to the dismay of those who underestimate him. He carries himself with the confidence and punctuality of an elite soldier, and his speech reflects this as well. He speaks in a staccato burst of words, often punctuating sentences with the title of the one he is addressing. Combat Yzed usually begins any combat in a frenzy. He charges into the fray, viciously attacking the most powerful opponent. When his foe drops, he moves on to the next. If given a full attack opportunity, Yzed generally attempts to sunder his foe's weapon. Should he be confronted by a large group or superior foe, Yzed will summon barbazu and lemure reinforcements before entering his frenzy. Yzed never retreats, knowing that to fail his master is to earn a long and painful demise. Battle Frenzy (Ex): 5/day, Yzed can enter a frenzy identical to the barbarian greater rage ability. (+6 Str, +6 Con, +3 Will save, -2 AC) The frenzy lasts 11 rounds, and he suffers no ill effects afterwards. Beard (Ex): If Yzed strikes a creature with both claws, he automatically strikes with his beard. This deals 2d6+4 points of damage, and inflicts the creature with devil chills. (Fortitude DC 24) Infernal Wound (Su): Creatures struck with Yzed's glaive suffer a persistent wound that bleeds for 2 hp of damage every round following. A Heal check or cure spell with a caster level check of DC 24 is required to halt the blood flow. Spell-like Abilities: At will - command, desecrate, greater teleport (self plus 50 pounds), magic weapon, produce flame. Caster level 18th. Summon Devils (Sp): Thrice per day, Yzed can summon 6d8 lemures with a 90% chance of success, or 4 barbazu with a 70% chance of success. These devils may have twice their standard HD. Possessions: Yzed carries a +3 adamantine glaive with the properties of a shatterspike blade
called Faithbreaker. He wears a mithral breastplate and a ring of invisibility.
sleekly muscular, honed to a terrible fighting edge. Combat
Zadiax, Guardian of Gazra Hamatula (Command Sergeant Major of the Legions of Hell) Large Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 36d8+288 (450 hp) Initiative: +13 (+5 Dexterity, +8 Superior Initiative) Speed: 40 ft. Armor Class: 39 (+3 deflection, +5 Dexterity, +22 natural, -1 size) touch 17, flat-footed 34 Base Attack/Grapple: +36/+64 Attack: Claw +48 melee (4d8+13 plus 1 Constitution and fear 19-20/x2) Full Attack: 2 claws +48/+43/+38/+33 melee (4d8+13 plus 1 Constitution and fear 19-20/x2) Space/ Reach: 10 ft. /10 ft. Special Attacks: Fear, improved grab, impale (6d8+18 plus 1 Constitution), summon devils Special Qualities: Barbed defense, damage reduction 15/ good and silver, darkvision 60, immunity to fire and poison, resistance to acid 15 and cold 15, see in darkness, spell resistance 36, spell-like abilities, telepathy 300 ft. Saves: Fort +31, Ref +28, Will +25 Abilities: Str 31, Dex 21, Con 27, Int 15, Wis 14, Cha 18 Skills: Concentration +47, Diplomacy +8, Escape Artist +44, Hide +40, Intimidate +43, Jump +53 Listen +41, Move Silently +44, Search +41, Sense Motive +41, Spot +41, Survival +2 (+6 tracking) Feats: Combat Expertise, Combat Reflexes, Improved Critical (claw), Improved Grapple, Improved Initiative, Improved Natural Attack (claw), Improved Rapid Strike, Power Attack, Rapid Strike Epic Feats: Dire Charge, Legendary Wrestler, Superior Initiative Climate/Terrain: Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary (unique), or with troupe (6-10 standard barbed devils) Challenge Rating: 24 Treasure: Standard Alignment: Lawful Evil
Zadiax serves as the bodyguard to Gazra, the Governor of Abriymoch. His is a straight forward existence; should Gazra die, Zadiax will be made to wish that he had taken the pit fiend's place. This threat of endless torture at the capable hands of Lord Belial ensures that Zadiax will suffer no threat toward his assigned charge, indeed he is among the most loyal devils in all Hell. Although he has no particular agendas beyond keeping Gazra alive, Zadiax also serves Lady Fierana as a spy, ensuring her that Gazra has no other lovers. Zadiax also practices several ancient hand to hand combat styles, most involving chokes and holds that allow him to use his body's barbs to the utmost effect. Zadiax appears as a twelve foot tall hamatula, with rust gray skin. His spines are tinged with black streaks, and his evil eyes glow orange. His body is
Zadiax opens combat with a charge, attempting to establish a grapple with the most powerful looking foe. He generally moves from foe to foe, leaving bloody and dying enemies in his wake. He attacks to distract and draw fire, knowing the vicious wounds his barbs inflict upon those who strike him. His primary goal in any event is to make sure Gazra is able to escape, after which Zadiax follows as soon as he can. Barbed Defense (Ex): Any creature striking Zadiax with hand-held or natural weapons take 3d6+13 points of piercing and slashing damage and 1 point of Constitution damage from the devil’s spines. Weapons with reach do not endanger their wielders this way. Fear (Su): Creatures hit by Zadiax’s claw attack must make a will save DC 32 or be affected as by fear (caster level 36th). Regardless of success, the creature cannot be affected by Zadiax’s fear ability again for 24 hours. Impale (Ex): Zadiax deals 6d8+18 points of damage and 1 point of Constitution damage to a grabbed opponent with a successful grapple check. Improved Grab (Su): Zadiax must hit with a claw attack to use this ability. He can then start a grapple as a free action that does not provoke an attack of opportunity. If he wins the grapple check, he establishes a hold and can impale the opponent on his barbed body. Spell-like Abilities (Sp): At will - animate dead, charm person, desecrate, doom, greater teleport, hold person, major image, produce flame, pyrotechnics, scorching ray, and suggestion. 3/day - order’s wrath, unholy blight. Caster level 36th; DC 14+spell level Summon Devils (Sp): Thrice per day, Zadiax can automatically summon 2d6 barbazu or 1d6 hamatulas. These devils may have twice their standard HD. Possessions: Zadiax wears a ring of defense +3 and an amulet of wounding natural attacks +3.
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Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design: Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Ten Vee Kie, Sean O'Keefe, Alan Jacobs Richardson, William Teebay, Orm Udzeimer, Zeeshan Waheed, Jonathan K Watkins, Simon Xu
The following is an excerpt from the Diary of Drenicus the Wise when he peered through a mirror of the realities during the Age of Greatness.
Delving into Malsheem was a feat beyond compare. The sights I beheld! I saw the insides of the great fortress. Halls as wide as lakes, obelisks as tall as mountains. This and more gorged the space within the Palace of the Serpent. Made from great, black metal and stone, the obelisks, pillars, and arches were like huge bones lined with red veins. I am convinced that the veins pulsed slowly, as if some great heart were forcing blood through a tremendous body. Only the eyes of my witless guide allowed me to see in the darkness of the cyclopean halls. Only its diabolical body, immune to the cruelest heat, allowed me to withstand the fires that danced around me in my keep. Yet, my eyes could not withstand the assault on my mind as I saw things no mortal was meant to see. Souls in their purest state, shrieking like impotent ghosts as they were rent and warped by infernal machines and tools. Devas chained not by physical restraints, but by their own minds and desires. To see legion upon legion of pit fiends of the greatest size devouring nupperibo only to vomit them back into existence as lemures. Only the spells I cast before hand have kept me sane. My guide did not flinch at any of this. The pit fiend I accompanied marched heedless of the spectacle as he entered a room larger than many towns. A circular dome, its ceiling roaring flames and its floors forged from some kind of black and red metal, held nine tremendous thrones of the deepest ebony at the center. All but one throne was occupied by a pit fiend of singular appearance. All were bloated on their own accomplishments and self-worth; I could feel their mutual animosity. More importantly, however, I could feel their mutual commitment to the cause for which they were formed. Each turned to witness the entry of my coach, glaring at it with insufferable arrogance. Then, as my guide took his place before them, the pit fiends all rose as one and turned to center of the room. I hadn't noticed it before and I don't know how that occurred for there, in the center of the room, was a pit of darkness. Utterly empty was this pit. And yet, something throbbed therein. Unreasoning fear struck me and I swiftly closed my mind's eye and temporarily abandoned my observation. There was still more time and I had seen what I hoped to see this day: The Dark Ministry, the generals of the Legions of Hell, supreme strategists and tacticians of the Blood War, gathered in an unholy meeting.
The Blood War and Devils Although most of this treatise has and will continue to deal with the threat devils pose to the entirety of Creation, it is important to never forget that a significant portion of the diabolical is consumed with one of the greatest conflicts in the Cosmos: the Blood War. Having raged since the Dawn of the Gods, the Blood War is an often forgotten aspect of Hell and the Depths Below. Simply put, most mortals have no idea of what is at stake in the Blood War. To most mortals, the importance of the Blood War is transparent. After all, most mortals have never imagined, much less seen, the tremendous skirmishes, battles, and destruction wrought by the War. What most mortals assume of devils is that they are dedicated to corrupting the Mortal Coil and that is the extent of diabolical interests. And, this is true. The Blood War is the manifestation of this desire, although many fail to realize this. The origins of the Blood War are unclear. There are many rumors and the following are the most popular. Some suggest that, during the Dawn of the Gods, devils and demons met in The Gray Wastes and – due to some kind of instinctual “racial hatred” – immediately sought to destroy each other. From a few skirmishes and small conflicts, this racial hatred escalated into full-scale battles until a never ending war consumed the Depths Below. Another theory suggests that the daemons, the mysterious fiends of The Gray Wastes, sought to test the definition of Evil.
Through manipulation, lies, and intrigue, the daemons tricked the devils and demons – who already had no love lost between them – into battles that eventually exploded into permanent war. As the paragons of organized, logical evil and chaotic, passionate evil sought to obliterate each other, daemons took advantage of both sides, simultaneously observing and reaping great spiritual benefits from the calamity. Still other theories suggest that the Blood War was started not by the denizens of the Depths Below, but by the various angels of the Realms Above. Having long since recognized that the forces of Evil far outnumber those of Righteousness, the Sarim (the collective of the Defenders of Freedom of Arborea, the Heralds of Holiness of Elysium, and the Seven Virtues of Heaven) somehow instigated this perpetual conflict, believing that such a contest would forever keep the forces of Evil from uniting. It is likely that in some ways each of these theories has a grain of truth. After all, the daemons have and continue to benefit from the Blood War. And the War does ensure that no unity will ever come to pass with devils and demons. But, in the end, some scholars suspect that what the War boils down to is a desire on the part of Hell to impose definition to the state of Evil and this is something that the demons of The Abyss simply cannot abide. The Blood War, when stripped of the various rumors and legends, is a desire to define Evil for the entire Cosmos.
The Formation of the Dark Ministry of Hell
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The importance of the War is such that its effects can be felt on every Perdition. However, most Courtiers of Perdition have little concern for the War, finding their time better spent on other endeavors. The reverse it true for the common devil; simply put, the Blood War is the single most important aspect of a common devil’s existence. Performance in the War is a significant, if not the most significant, means of promotion in the Hierarchy of Hell and all common devils know this. While Hell is often compared to a machine, it is also fair to say that Hell exists as one huge military structure. Hell wars against any and everything that attempts to oppose it. It should come to no surprise, then, to learn that there are different armies in Hell. In days past, each of the Lords of the Nine controlled monstrous armies. Each Lord committed a small fraction of his or her forces to service in the Blood War, with only the Lord of the First – be it Tiamat or Astarte – divesting more than 9% of her armies to battles against demons and daemons. This was largely due to the fact that Avernus was often the first and single most important line of defense against demonic invasion. The armies of Hell, collectively known as the Legions of Hell, were little more than bodyguards for their Courtiers of Perdition and their enemies were not demons but the armies of opposing Lords. While there were very few skirmishes, much less battles, those that did occur were mighty contests that exhibited complex strategies and ingenious tactics that put the best preparations of The Abyss to shame. All of this came to an end with the Dies Irae. In the depths of Nessus, The King of Hell recognized a problem. The demonic and daemonic forces were growing in strength and influence across the Cosmos while those of Hell were weakening due to internecine conflicts. Rather than concentrate in the steady, but subtle manipulation of mortals and the direct and forceful confrontation against the madness and selfishness of lesser fiends in order to define the nature of Evil throughout Creation, Asmodeus watched his vassals squander Hell’s resources on petty maneuverings that not only threatened Hell’s cosmic status, but the Lords’ own reputations. Asmodeus was never concerned that any of the Lords would be a threat to his station. Being smarter, wiser, and wilier than all of them, not to mention significantly more powerful, Asmodeus had no reason to fear being dethroned; however, this fact also meant that to the knowledgeable beyond Hell, his most important vassals were perceived as imbeciles which, in turn, reflected poorly on him and on Hell. So, Asmodeus, through the witless servants of witless servants of witless servants ensured that the two factions in Hell – the Devils True and The Fallen – escalated their mutual aggressions. While this occurred, he sent Constable Martinet out to secretly meet with the greatest pit fiends that directly served the various Lords. No one knows how many pit fiends were involved, but it probable that at least 81 were approached. In separate meetings, the Constable
told them that their King expected them to do everything to ensure the victory of their Lord until a signal was given by The Beast; at that time, the pit fiends would be given a choice, if they did as they knew they must, their rewards would make them the rulers of their kind. Thus did the Dies Irae rage. After years of fighting, the factions of the Dies Irae met in the depths of Nessus, near the bottom of Malsheem close to the Pit of Darkness. There, the eight Lords of the Nine met in personal combat while their armies watched. There, after a signal from Martinet, Geryon the Beast blew his mighty horn and the pit fiends saw in their minds the choice: the victory of any Lord and the destruction of Hell or the defeat of all the Lords and Hell’s power shackling the entire Cosmos. This was no choice at all, of course, so the pit fiends did what no common devil had never previously done: attacked a sitting Lord of the Nine. Despite being stripped of their cosmic powers, the Lords were still mighty enough to annihilate quite a few pit fiends, but in the end the Lords fell. Then the victorious Asmodeus appeared. His first act was to reward the pit fiends that revealed their ultimate loyalty to Hell. To the nine strongest surviving pit fiends, The Overlord of Hell granted dominion of the Legions of Hell. It would fall to these nine pit fiends to forge a grand Ministry of Hell. The purpose of this Ministry would be to preach the doctrines of Hell, its dominion, and its eventual control of all things, to the Cosmos. Through this Dark Ministry, the lesser fiends of The Abyss and the Gray Wastes of Despair would be the first to be reeducated with those that successful completing their instruction becoming true fiends: devils. And once this glorious doctrine was completed, the rest of Creation would follow. So did The Overlord hand control of the forces of Hell to the pit fiends, with nine serving at the pinnacle of power. These nine, Baalzephon, Cantrum, Corin, Dagos, Furcas, Pearza, Zaebos, Zapan, and Zimimar, became the Dark Ministers of Hell, the highest ranking military officials in Perdition. They answered to no one but Asmodeus. In one fell swoop, Asmodeus stripped the Lords of their greatest assets against each other – thereby forcing them to find more subtle and appropriate means to seek greater power and influence – and placed this asset where it needed to be: out in the open so the entire Cosmos, particularly the lesser fiend spirits, could see. Most devils suddenly no longer answered directly to the nobility as most devils were now committed to the will of the Dark Ministry and, more importantly, to the King of Hell himself.
The Standing Armies of Hell With the establishment of the Dark Ministry there are few standing armies remaining in Hell. Most scholars believe that, since the Dies Irae, there are only two armies of importance in Hell. The smaller of the two is the Infer-
The Dark Host of the Pit While the Dark Ministry is thought to have the largest army in Hell, some cardinals of Asmodeus and others that have culled ancient texts believe there is an even larger, far more deadly army. These scholars and seers call this hidden army the Dark Host of the Pit. Concealed in the depths of Nessus within the Pit of Darkness is an army at least nine times larger than the Dark Ministry at its peak. The Dark Host of the Pit is composed entirely of Nessian pit fiends, fully advanced cornugons, and malefircareim. All of the members of the Dark Host of the Pit are utterly, totally, and completely loyal to The Overlord of Hell; most – having been born from The Overlord’s bleeding husk – have never left their father’s side as they do all they can to keep to the peak of their abilities by torturing and destroying the damned souls that are slowly consumed by The Overlord. They do this in preparation for the day The Overlord rises from the depths of Perdition to reclaim the power he spent when he was part of The Circle of Three. This day may well be the Last Day of Creation.
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Army/Air
1
Table 6-1: The Legions of Hell Non-Commissioned Ranks Naval HD Minimum Int Minimum
Greater Devil Caste if applicable1
Sergeant
Able Hand
5 HD
10
Master Sergeant
Petty Officer
10 HD
13
N/A N/A
Sergeant Major
Chief
15 HD
14
N/A
Command Sergeant Major
Master Chief
20 HD
14
cornugon
A cornugon may be a command sergeant major or master chief even if it does not meet HD requirements.
nal Vanguard of Avernus, the armies of Bael; the larger is the Dark Ministry. While the other Lords still have their own armies, they are vastly smaller than they used to be, each composing approximately 3% of the total number of devils serving in military capacity. The Infernal Vanguard of Avernus has its roots in the days of legendary Four Cross. Bael’s success with the Four Cross and similar ventures solidified his status as one of the premiere generals in Hell, gaining him a huge number of unusually loyal troops. After he deposed Astarte and assumed the mantle of Lord of the First, Bael was granted the right to maintain control of his armies; indeed, he took at least one corps with him. In return for the huge army, Bael is expected to lend regular support to the Dark Ministry, particularly in their efforts to defend Hell against abyssal assaults on Avernus. It is assumed that the Infernal Vanguard has at least 9 trillion troops. This number does not necessarily include the armies of Bael’s court; the 666 Legions that report to Abigor and the other ducal armies are not counted in this number. This enormous army has defended Avernus from all manner of assaults and, so long as Bael does not make the mistake of attacking another Perdition with it and continues to support the Dark Ministry, there is little to expect that it will do anything less than grow. Indeed, Bael does relatively little to keep his numbers high despite the horrific attrition rate; with the Maggot Pit and similar locations from which lemures emerge scattered across the First Perdition, Bael has a steady supply of ammunition and potential troops at hand. Yet, the Infernal Vanguard of Avernus is small compared to the number of devils that serve in the Dark Ministry. The Dark Ministry is thought to possess at least 72 trillion devils with 9 trillion devils in each Infernal Denomination. In addition to size, there are significant philosophical differences between the devils of the Dark Ministry and those that serve in the Infernal Vanguard of Avernus. Among those in the Infernal Vanguard, the emphasis is on
the act of genocide against those that do not submit to Hell and, secondarily, to the glory of honorable War as represented in the person of the Lord of the First. The Infernal Vanguard seeks to annihilate all opposed to the ideals of Hell and establishes the most efficient and expeditious means to do so. This is in stark contrast to the Dark Ministry and its Denominations. Asmodeus’ dictates continue to be the center of the Dark Ministry’s mission: the spread the doctrine of Hell to all that continue to be lost. As such, the Dark Ministry is not so much interested in annihilating its foes as much as it is interested in forcing them to submit to the unquestioned truth of Hell’s superiority and right to rule over Creation. The devils that serve in the Dark Ministry see themselves as fulfilling a goal far nobler than just making war for the sake of destroying enemies; they seek to impose the reality and supremacy of Hell by converting the ignorant to enlightenment. This is one of the reasons that there are different Infernal Denominations, some that do not appear to be as clearly military in nature. Of course, aside from the Lords’ retinues, the Infernal Vanguard of Avernus, and the Dark Ministry, there are other armies in Hell that could be mustered if the need arose. These values do not include the various Infernal Realms of renegade arch-devils or fallen angels that reside in Avernus (like Haagenti and Semyaza), nor the malefircareim that dwell in secret alliance under Verrier. Then there are the forces of the Lawful Evil gods. Tiamat, although not longer an official part of the Hierarchy of Hell, regularly lends draconic aid; her assumed son, Kurtulmak – the god of kobolds – likewise has been known to curry favors by granting his own servants to diabolical causes. Despite increased tensions with the Prince of Stygia, both Sekolah and Set could be persuaded to send in their own troops if Hell as a whole were threatened by outside forces. Finally, the Sovereigns of Sin – Bythal Dalax, Dauth Alman, and Lestonises – have been known to grant aid, albeit
Table 6-2: The Legions of Hell Commissioned Ranks1 Army/Air
Naval
HD Minimum
Int Minimum
Lieutenant
Lieutenant
10 HD
14
Minimum Caste Requirement2 Any
Captain
Commander
15 HD
14
cornugon
Major
Captain
15 HD
14
barregon
Colonel
Commodore
18 HD
18
gelugon3
General4
Admiral
24 HD
20
pit fiend
1
Within the commissioned ranks, there are nine internal rankings known as circles. Thus a 1st circle lieutenant is lower ranked than a 2nd circle lieutenant and so on up the chain. 32 The associated greater devil may assume the given rank even if it does not meet the HD requirements. 3 Technically, almost all gelugons are colonels; however, the Dark Ministry keeps track of their internal rankings. 4 There are very few non-pit fiends in the rank of general/admiral and all are either fully advanced or high class greater devils. There are only eight 9th circle generals, the Dark Ministers; of these, only Dagos uses a legitimate military title: Marshal of the Pits.
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reluctantly, and would probably do so again if approached by Asmodeus.
not limited to Lawful Good angels and the axiomatic spirits of Nirvana as there are ties with the Gray Wastes, Limbo, and even The Abyss.
Hierarchy of the Dark Ministry
Morale This Denomination not only strives to keep devils and associated warriors in peak physical, psychological, and spiritual performance levels but distributes information to the Cosmos at large that encourages the uninitiated to recognize Hell’s inevitable and rightful place ruling the Cosmos.
The Dark Ministry is Hell’s largest public organization (it is probable that the cabals of the Order of the Lie and the Dark Host of the Pit are larger). It is also the best described and understood of Hell’s organizations to those beyond Hell and stands as a testament to the power of Order. It covers not just every element of war, but defines the existences of the devils that serve within. It perfectly incorporates all aspects of Perdition save that of rulership, which is retained exclusively by the Lords. The Dark Ministry can be perceived as two groups. Generally speaking, it is accurate to say that the Dark Ministry is the entirety of the army that contributes its endeavors to the Blood War; however, it is just as accurate to say that the Dark Ministry are the eight most powerful pit fiends in Hell. Most beyond Hell, for the sake of easily distinguishing the two groups, refer to the actual army as the Legions of Hell and the eight generals as the Dark Ministers. The Dark Ministers themselves are equals in every way, sharing the victories and the defeats Hell suffers in its contests against The Abyss and – to a lesser extent (for now) – everything and every place else in the Cosmos. They are Hell’s greatest generals and directly control the existences of the majority of Hell’s slaves. Despite this equality, each Dark Minister is responsible for specific elements in the War effort. Despite what most may expect, although the Legions of Hell are trained and expected to fight (the preferred term is “instruct”) in real combat, most are not part of combat arms. The Infernal Denomination of Strategy is just one of eight Infernal Denominations that answers to just one of the eight Dark Ministers. Espionage This Denomination is responsible for the gathering of information for the benefit of Hell and for “correcting” the information Hell’s foes receive as it relates to the War effort. Immortal Diplomacy This Denomination is charged with establishing and maintaining effective relationships with other immortal constituencies to Hell’s benefit in the War effort. This is
Mortal Relations This Denomination is charged with recruiting and maintaining healthy relationships with mortals as it pertains to the War effort. Promotion In addition to tracking the performance of all devils across the Ministry, this Denomination also supervises the communication between the different lines. Research This Denomination develops more efficient means to instruct non-devils on the primacy of Hell as well as means to make devils themselves more productive in the reeducation of the Cosmos whether through magical, physical, psychological, or spiritual means. Strategy This Denomination is the official combat arms branch of the Dark Ministry. It includes those devils that contribute the entirety of their existence to on-site reeducation of external forces. Supply The devils in this Denomination oversee the allocation of all supplies in addition to providing transportation across the Dark Ministry. No one Infernal Denomination is accorded more respect to another, although the Denomination of Strategy remains the best known. Each Infernal Denomination shares a number of things in common with its siblings. First and foremost, there is a fairly consistent ranking system across all Denominations. Each Denomination is composed of both lesser devils, which typically serve in a capacity similar to that of non-commissioned troops (or acolytes), and
Table 6-3: Denomination Unit Structure Unit*
Unit Composition
Denomination (e.g. Denomination of Strategy)
All Branches (typically three)
Branch
As many Corps as needed (typically nine)
Corps
99 Divisions
Division
81 Brigades
Brigade
81 Regiments
Regiment
81 Battalions
Battalion
9 Companies
Company
9 Platoons
Platoon
9 Squads
Squad
9 devils
*The Denomination of Strategy’s aerial and naval Branches have different unit names as described below
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greater devils, who almost always serve as commissioned officers (or clergy). While it is impossible for greater devils other than cornugons to be “non-commissioned,” there are cases of certain lesser devils (usually erinyes, narzugons, and osyluths) to serve in “commissioned” capacities Tables 6 – 1 and 6 – 2 include both army and naval rankings; there is not a rank for foot soldiers as they are not considered worthy of any recognition until they do something to earn it while the likes of lemures and nupperibos are considered ammunition rather than foot soldiers. Each Dark Minister decides how to best supervise her or his troops, but there are some parallels. All Denominations have nine Branch heads, usually referred to as generals or admirals, who report to a Dark Minister. The various Branch heads are typically charged the responsibility of overseeing one of the Corps within the branches. There are many generals serving under the Corps general and they are tasked with the supervision of a Division. Most Division leaders are low to mid-ranked generals (pit fiends) who receive direct report from high ranking colonels (gelugons) or low ranking generals (pit fiends) that maintain a Brigade. Under each Brigade, there are no longer similarities of any sort. Each is run differently and based upon the mission. There also exist special force groups that are the equivalent of Corps. In possession of their own chain of command, such special forces have different ranking systems from the traditional Corps structure and typically report directly to a Dark Minister. Other military have no authority over special forces regardless of rank. It is extremely odd to find lower ranked lesser devils, like spinagons, squamugons, and barbazu, serving in special forces. Typically speaking, the general unit breakdown in each Denomination functions under the number (unsurprisingly) nine. The smallest unit in most cases is a nine devil Squad. Nine Squads form a Platoon. The chain of command is given in total in Table 6 – 3: Denomination Unit Structure.
The Infernal Denomination of Espionage (Dark Minister Corin the Spymaster) Branches Infiltration – information gathering and study of opposed ideals. Reconnaissance – scouts the areas of combat, establishes frontline preparation. Sabotage – liquidation of blasphemous targets, burning of supply lines, etc. Generals Infiltration – Bendrist, Izmeldriel, Nurquist Reconnaissance – Hiistrial, Seraptic, Vistereon Sabotage – Krimwal, Ormam, Raptilion The devils serving within the Infernal Denomination of Espionage are among the craftiest and dangerous denizens of the Depths Below. The only thing obvious about them is their motive, the promotion of Hell; all other things, from their true appearances to their powers and skills, are rarely as they seem and always to the detriment of their enemies. Of all the Denominations of the Dark Ministry, only the devils serving under Pearza, the Chief of Research, have as much free reign. As far as Spymaster Corin is concerned, so long as the operatives within his Denomination get their jobs done without whole-heartedly
accepting the doctrines and natures of demons and daemons, he will support them (temporarily adopting demonic or daemonic behavior is an expected aspect of an espionage operative's job). The overarching goal of the Infernal Denomination of Espionage is to gather information that will lead to the elimination of demons with the lowest loss rate among devils possible. Thus, in many ways, the devils of this Denomination appear to share much with their brethren in Strategy in that they are not interested in talking or considering alternatives to instruction. They live and breathe the permanent re-education of demons and little else. Yet, the operatives of Espionage are really a class unto themselves, relying heavily on intuition, flexibility, creativity, and the ability to think outside of the box in order to accomplish their goals. They bear very little of the structure associated with the devils of Strategy and none of the true charisma of the devils of Immortal Diplomacy or Mortal Relations; they are actors who perform their tasks with the sole expectation of overcoming enemy forces. The only devils with whom those of Espionage have any regular dealings with are those of Research, who value the information collected by Corin’s troops, Immortal Diplomacy, who use the intelligence from Espionage to help with their summits, and those of Morale, who experience some overlap in duties (and this overlap does little more than create tensions). Among each other, the operatives of Espionage rarely know much about their compatriots. Corin’s perspective is that the less they know about fellow operatives, the less likely important and potentially damaging information as be hemorrhaged in the event an operative is captured (as only the most important captured devils can ever hope to be rescued… and often promptly demoted for failing to complete a mission). As such, most squads only know their peers and even then most squads are formed to accomplish a specific task after which they are reassigned. Lieutenants and sergeants often only know one or two other equally ranked operatives and only occasionally personally know their immediate commander as they often receive orders telepathically or else through classified channels (like special imps that relay the command in the form of a quest and die immediately thereafter). As a result of the internal structure, the devils of Espionage really do not have any kind of camaraderie below the colonel/ captain rank. Higher ranking operatives are often privy to a great deal more information and are certain that the Legions of Hell would fall apart were it not for the work their Denomination has accomplished. The devils that occupy the lower ranks of Espionage are black squamugon and erinyes with imps and spinagons serving in support roles. It is not unusual for erinyes to possess class levels in rogue or wizard. The middle ranks are made up of higher ranking erinyes and hamatulas and osyluths. Hamatulas, notorious among the lesser devils for their independence, make superb operatives in Espionage, particularly as lower-ranked liquidators. Osyluths are often used for reconnaissance, although hamatulas with ranger or scout levels excel in this regard as well. The highest ranks among the Denomination of Espionage are those that serve in the Branch of Infiltration and Sabotage and is dominated by high ranking hamatulas and cornugons and gelugons. The hamatulas and cornugons are well designed for work as saboteurs and often achieve spectacular results. However, it is among the gelugons that much of the glory is achieved as they use their natural polymorph powers to assume middle to high ranking roles among demonic and even daemonic forces.
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tive are also priority skills. The Espionage Branch of Infiltration (Generals Bendrist, Izmeldriel, Nurquist) The Espionage Branch of Infiltration has one of the most dangerous duties in the Legions. They usurp the identities of enemy operatives, and remain with the enemy, causing as much damage as possible through their actions. They are also responsible for the gathering of information that they in turn relay back to the Ministry. Alter self, disguise self, polymorph, or magic items that produce their effects are all commonly used throughout this Branch. Non-detection and magic aura are also used to maintain cover identities. However, mundane disguise prowess is a requirement. Too many demons possess true seeing to rely wholly on magical means for these devils to successfully carry out their duties. Infiltration units typically field three or nine agents at a time in the equivalent of a battalion or larger-sized enemy unit. The operatives typically assume the identity of low ranking and unimportant personnel with access to key areas, such as supply. Usually, placement occurs after liquidators of the Espionage Branch of Sabotage remove the enemy personnel intended for replacement allowing the Infiltration troops to take over. Slowly they redirect information and resources to benefit Hell or cause the enemy to fail in attacks or operations against the Legions at key moments. These missions can last decades or more depending on how long the team is able to keep their identities concealed. Those who were assisting the Warlord Bael when he was a general in the Legions during his infamous Four Cross remained undercover for three full centuries. Higher ranking targets can be removed and replaced, although these ventures are usually much shorter. The risk of a higher level demon being found out is extremely high (particularly those directly serving a unique demon or demon lord), and even the hardiest troops of Corin have no desire to spend the rest of their existence under the ministrations of a molydeus. Thus, after removing and replacing a high level demon, the plans are usually quickly set in motion to exact the most desirable gain from the gamble. Usually this involves setting the troops under the command against their allied units. The irony of the situation is that demons do this on their own with little to no encouragement so often that it is rarely traced back to the devils. In addition to replacing demons and other enemies of Hell, Infiltration also gathers information on activities behind enemy lines, setting them apart from the devils of the Branch of Reconnaissance. In this capacity, they often have to appear as demons, but just as frequently take on the shapes of those that would do business with demons, giving them greater flexibility. Furthermore, these operatives are often found gathering information and learning secrets across the Cosmos on matters of interest to Hell’s eventual victory in the Blood War. However, they strive to remain in the shadows and go out of their way to avoid conflict even with far lesser beings. Interestingly, these devils often discover acts of treason among the Courtiers of Perdition due to their immersion and are unofficially charged with handling such matters. Noble acts of treachery are always reported to and handled by Dark Minister Corin. Infiltration troops always have maximum ranks in Bluff, Disguise, and Gather Information. Search and Sense Mo-
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General Izmeldriel (7th circle 25 HD pit fiend, psion 10/uncarnate 10): The Supreme Commander of the Branch of Infiltration, Izmeldriel is a sinister figure cloaked in secrecy. Often referred to with a female pronoun, the truth is that no one save the Dark Ministers know Izmeldriel’s true gender designation much less her true form. That she is a pit fiend is generally unquestioned as it is thought that the Dark Ministers would never give the rank of 7th circle general to a non-pit fiend, much less a non-devil. Still, this is but conjecture. Izmeldriel leads her branch through mystic messages, dreams, nightmares, and visions and then only with her Executive Officer, Bendrist, and her Chief Operations Officer, Nurquist. Her control over them is absolute and the only thing they fear more than Izmeldriel is Corin himself. Izmeldriel appears to know intimate details of all infiltration missions and is well aware of the internal politics within the upper echelons of the Legions of Hell. It is unclear to what degree she has an interest in becoming the new Spymaster. Although she is not thought to have served as the Supreme Commander of Infiltration for an overly long period of time, she did predate Zaebos’ bid to promote all pit fiends, so she is not indebted to the Minister of Promotions. As a result, her goals are unclear and it doubtful that she looks out for anyone but herself and the success of the missions she is charged with overseeing. General Bendrist (6th circle 20 HD pit fiend, assassin 20): Bendrist is the visible head of the Branch of Infiltration and, while not as shadowy as his commanding officer, he is almost as talented an actor and possibly an even more deadly assassin. As the Executive Officer of Infiltration, all lower ranking generals and colonels of the branch work very closely with him and, unlike the Supreme Commander, this interaction is in person. Bendrist is more feared than he is respected by his subordinates. He is not particularly honorable and has no issues with turning coat on those that are brought under question by Izmeldriel or Corin. Unfortunately for them, he knows his business exceptionally well and is as crafty as he is treacherous; none of the many forced retirement attempts have worked on him to date (and the perpetrators all met with grisly ends). Bendrist himself is terrified of Izmeldriel – who has proven a few times that she is not only capable of secondguessing his plots but also has her own personal agents among his staff -- and is also careful not to appear to be a challenge to Corin. The closest thing to an ally he has is Nurquist, although he knows that Chief Operating Officer is as untrustworthy as he. General Nurquist (6th circle 23 HD pit fiend, exemplar 10/spymaster 7): As Chief Operating Officer of Infiltration, Nurquist works as the primary liaison between the various Branches of Espionage and, when needed, with other Denominations (primarily Morale). He ensures that implanted agents are never accidentally destroyed during diabolical assaults and he makes sure that various agents are never working towards opposite ends. As a result, he is arguably the most well informed devil aside from his two superiors and the Order of the Fly (if one excludes the secretive Order of the Lie). He is as organized as Bendrist is treacherous, but unlike the XO, he has managed to be successful without backstabbing his subordinates. Of course, Nurquist is extremely conniving; he just manages
to be so without being obvious. His knowledge of what is occurring throughout the Ministry is such that he never has to worry about his station being threatened; furthermore, although he is not as political as most pit fiends, he has used his information to ensure that those he perceives as threats meet with unfortunate accidents in the field. The only creatures Nurquist fears are his superiors (the Lords of the Nine are too distant from his sphere of concern to worry about) and Vhesage, the Governor of Nessus. He covets Izmeldriel’s position, but knows, after watching the numerous occasions she effortlessly embarrassed Bendrist, that any attempts against the Supreme Commander are likely to be futile. In Corin he sees what he could eventually become and is actually quite loyal to the Spymaster. He and Bendrist work well together and appear to enjoy each other’s company. The Espionage Branch of Reconnaissance (Generals Hiistrial, Seraptic, Vistereon) The Espionage Branch of Reconnaissance is concerned with the scouting and gathering of front line information on active battles, particularly enemy troop breakdown and advancement. Reconnaissance operatives often work directly in the path of an oncoming demonic horde; as a result their casualty rates are quite high. Unlike recon units in mortal armies, those of the Legions of Hell will attempt “thinning the herd” of the enemy. Although they go out of their way to avoid direct combat (that is the province of the Infernal Denomination of Strategy), lingering demon troops tend to wind up missing in action as a result of unexpected encounters with recon operatives. Recon troops also set traps along the path of advancement. Although not as deadly or intricate as those of the combat engineers, they serve their purpose. Recon operatives often use their teleport ability to relay information and messages back to their platoon leaders who make sure the proper commanders receive access. They make extensive use of invisibility, so those devils who do not possess it as a spell-like ability usually carry scrolls or rings of invisibility on their persons. Items that grant a Hide or Move Silently bonus are also prized. Recon missions are executed in the typical squads of nine although individual members are not often within close range of each other. To aid them, the telepathic bond spell is often cast in conjunction with permanency on members of the same recon team, keeping them in mental contact with each other. Spot and Listen are priority skills for recon operatives with Move Silently and Hide following right behind. Search and Survival are also very common. General Vistereon (7th circle, Order of the Bleeding Blade, 36 HD pit fiend, blackguard 9): Vistereon is one of the oldest devils serving in the Dark Ministry. Indeed, he is one of the devils rewarded for attacking the Lords of the Nine during the Dies Irae. Although he was not destined to become of the Dark Ministers, Vistereon did have his choice of appointments once the Legions of Hell were restructured and, despite his options, he asked to work as the Supreme Commander of Reconnaissance under Minister Corin. Given his talents as a field commander, Vistereon’s motives for requesting an assignment within the Denomination of Espionage remain unclear to all but himself, but most have long since stopped publicly wondering about his interests. He has been nothing short of remark-
able in his duties and routinely personally oversees recon operations in the larger and more important battles. Vistereon is also one of the few devils outside of the Ministry that is aware of the fact that at least some of the Dark Ministers are not the original appointees. To date, he has not given so much as an indication of his knowledge. The truth is that Vistereon is a double agent for the daemons and has actually been in the pocket of the Poison of Perdition, Sammael, for some time. For reasons all his own, Vistereon has not shared his knowledge of the Dark Ministry’s secret with his true master. His working relationship with Corin is among the best of the high ranking generals in Espionage; Vistereon also seems to get along reasonably well with the two other 7th circle generals. Vistereon is leery of Hiistrial, but does not believe he has to truly worry about the COO yet. He is also somewhat wary with Seraptic; he cannot understand how the XO manages to maintain his job, particularly after he has asked Corin to remove the XO. Despite his reservations, Vistereon has allowed himself to be taken in as Seraptic’s confidant in the hopes of finding out what the XO knows about Corin that allows him to maintain his post. General Hiistrial (6th circle 27 HD pit fiend, marshal 14): As the Chief Operations Officer of Reconnaissance, Hiistrial serves as the liaison between the branch and other Denominations. Unsurprisingly, he works very closely with the Infernal Denomination of Strategy; as a field commander before the Dies Irae, he is well versed in the art of war and gets along easily enough with Minister Dagos and his generals. Hiistrial is convinced of his own superiority, however, and does little to conceal his arrogance before those unfamiliar with his talents; to date, this smugness has not gained him particularly dangerous enemies within the Legions, but only his skill has dissuaded some from putting him in his place. Although he is not the XO, Hiistrial is far more organized and authoritative than Seraptic. On more than one occasion, Corin has gone to Hiistrial to tend to matters in which Seraptic technically should have been responsible. It is unclear whether or not Corin intends of folding the XO’s leadership duties into Hiistrial’s responsibilities, but the latter appears to have no qualms taking the work and not receiving vocal credit… For now. The Chief Operating Officer works reasonably well with his peers; he is also relatively fond of Krimwal of Sabotage and with the generals of the Strategic Branch of Land. General Seraptic (6th circle 23 HD pit fiend, cleric 5/ dread inquisitor 10/spymaster 6): Seraptic is a devil of old. Like his peers in recon, he was once a field commander; although he was not one of the pit fiends approached by Martinet, he was present when the Lords of the Nine fell. He spent centuries serving within the Infernal Denomination of Strategy and won many a battles through careful planning, spying, and subterfuge. Then, for no apparent reason, he requested a transfer to Espionage. Dagos and Corin agreed to the request and Seraptic was even placed as the Executive Officer of Reconnaissance. Since his appointment, he has slowly been divested of more and more of his responsibilities as Hiistrial assumes his duties. What no one other than Seraptic and the Dark Ministers knows is that the Executive Officer is actually an operative from the Infernal Denomination of Morale sent to keep an eye on Vistereon. He feigns ignorance and incompetence, apparently doing just enough to meet the duties of his post as he is slowly stripped of more and more responsibility. He has slowly taken to confiding in
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Vistereon, who – to date – has no reason to suspect anything amiss, but has not divulged any of his own secrets to the mole. Seraptic is truly a gifted actor and has accomplished a great deal more in his relationship with Vistereon than either Zimimar or Corin expected. Indeed, once Seraptic’s job is completed, Corin intends on reshuffling his senior generals by placing Seraptic in either Infiltration or Sabotage.
Assassination missions usually call for three troops per target: one primary, one cover, and a back guard. They are often ranged sniper affairs, so all assassins boast high Dexterity score along with ranged combat feats. Hide and Move Silently are a priority, with Listen, Spot and Survival rounding out preferred Skills. Liquidators are issued whatever custom weaponry they like (within the realms of reality for their rank) but the brilliant energy and distant enchantments are universally popular.
The Espionage Branch of Sabotage (Generals Krimwal, Ormam, Raptilion)
General Raptilion (7th circle 28 HD pit fiend, assassin 7/rogue 10): Often referred to as The Mute, Raptilion is the exceptionally dangerous Supreme Commander of Sabotage. Although far more visible than Izmeldriel, Raptilion is just as feared for he directly oversees all assassination orders for the Legions of Hell and it is thought that, on rare occasion, his services are called upon by the Denomination of Morale to tend to devils as well. Raptilion rarely speaks; indeed, he rarely even bothers to communicate with telepathy, preferring to use a magical quill to write his thoughts in air beside his head or else directly into the minds of others. Raptilion is more of a big picture leader, allowing his two subordinates to tend to day-to-day concerns and issues while he addresses overarching needs. In some ways, he is the most able of Corin’s generals and most believe that if anyone was a threat to the Spymaster’s status, it would be Raptilion. Raptilion seems largely uninterested in retiring Corin; his eyes are set for entry into the nobility of either Stygia or Maladomini where he believes his talents would be better appreciated. Until such time, Raptilion continues to excel in his duties. For the most part, he ignores both Izmeldriel and Vistereon unless his duties require that he interact with them; the other generals rarely draw his notice.
Sabotage covers enemy asset liquidation. Assets can be supplies, buildings, or creatures. The covert destruction of supplies and buildings is typically accomplished prior to any actual force engagements. Despite what mortals would expect, teleportation is rarely used to initiate these activities. Teleportation is often one of the first warded and defended abilities. Sabotage teams do not teleport in first; rather, they teleport a distance away from the target and move in under mundane methods. Structural damage is usually accomplished through acid or sonic damage, although fire is not uncommon. When subtlety is required, acid is the preferred method. If disruption and panic is part of the goal, fire and sonics are brought into play. Magic often plays a large role in sabotage. Acid fog, earthquake, shatter and others are utilized, generally through special 'delay' scrolls. These delay scrolls must be activated like normal scrolls, but do not take immediate effect. The delay can be anywhere from a few rounds to a day. Casting dispel magic or counter spelling can take place anytime from the time the scroll is activated until it actually casts. As the Espionage Branch of Sabotage relies heavily on spell completion magical items, all branch operatives are trained and possess maximum skill ranks in Use Magic Device. Hide and Move Silently are also high priority skills, with Disable Device, Gather Information, Listen, Open Lock, Search, and Spot rounding out the list. Sabotage missions usually call for three teams of three, each attacking separate targets before a rendezvous for extraction. An important subset within the Branch of Sabotage are the liquidators, which most would call assassins. Liquidators focus on the creature side of removable assets. While class levels are not a requirement, the majority of the members of this corps possess them. Rogue, assassin, scout, and ranger are the most common by far, but there are a few fighters, monks, and even wizards. Like saboteurs, assassins do not clumsily blunder into their targets with the telegraphed teleports that so often mark demonic attempts. Instead they move under their own power once they are in the hot zone. Targets are usually taken out privately, swiftly, and efficiently. At times members of the Strategic Branch of Infiltration work with the liquidators, assuming the identity and position of the slain in order to undermine the enemy from within. Other assassinations are huge public affairs designed to sow fear and distrust in the enemy. The target is attacked at a time and place where his demise is seen by as many as possible. Only the boldest and best of the liquidators are allowed to attempt these missions which are frequently fatal even for the successful devil (who takes his own life if he's lucky… better that than taken prisoner by demons).
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General Krimwal (6th circle 18 HD pit fiend, warmage 22): Meticulous and hot-tempered, Krimwal is the Executive Officer of Sabotage. If devils had anything like a pyromaniac, Krimwal would fit the bill as he is obsessed with watching things explode. He oversees all sabotage efforts and tends to all branch related issues and details. Junior officers fear and revile him, but are too afraid and too aware of his leadership talent to risk seeking his retirement. He meets with his commanding officer more than his peer, Ormam, although he finds no pleasure in doing so. Krimwal detests Raptilion whom he perceives as a theatrical fool. However, he knows better than to challenge the Supreme Commander whom he suspects would not hesitate to destroy him… At least until he discovers the means to sabotage his leader’s status, something Krimwal is slowly working out how to accomplish. Fortunately for Krimwal, Raptilion cannot envision either of his subordinates doing any such thing and Krimwal is more than competent enough to hide his desires. Krimwal works well with Ormam despite the fact that the two devils strongly dislike each other. The only high ranking devil with whom Krimwal has a decent relationship is Hiistrial, with whom he shared much in common. So far, though, Krimwal has not filled Hiistrial in on his intentions and it is unclear whether or not he trusts the other general enough to risk it. General Ormam (6th circle 21 HD pit fiend, assassin 9/oracle 10): As organized as his peer, General Krimwal, General Ormam has more of the typical pit fiend’s temperament: simmering hate and barely concealed arrogance. As the Chief Operating Officer of Sabotage, Ormam works closely with the other Chief Officers of Espionage and
especially with the Denomination of Strategy. Self-reliant and proactive, Ormam goes out of his way to discover opportunities to weaken enemy fronts and, more importantly as far as he is concerned, areas behind enemy lines. While he does not work closely with Raptilion, Ormam is in some ways more like his Supreme Commander than Krimwal in that he is more of an assassin than anything else. To him, the destruction of non-sentient assets without the destruction of enemy forces is a wasted effort and he does his best to ensure that the greatest number of Hell’s foes are destroyed when he works with other Denominations and Branches. Ormam views Raptilion as somewhat odd, but ignores his idiosyncrasies so long as the Supreme Commander continues to give him freedom to act. He strongly dislikes Krimwal, whom he perceives as clumsy and rash.
The Infernal Denomination of Immortal Diplomacy (Dark Minister Zapan) Branches Ambassadorial Relations – establishes diplomatic ties with blasphemous agents in order to further Hell’s goals. Informal Contacts – establishes and maintains unofficial relations with angels, demons, gods, and similar constituencies. Military Coordination – drafts treaties and contracts, accepts and negotiates surrenders, ensures allied support is properly directed, and keeps friendly fire to a minimum.
Generals Ambassadorial Relations – Auerias, Pallestrin, Visterial Informal Contacts – Cartellic, Sarmel, Xalric Military Coordination – Baalberith, Gresticas, Lisstel Although one of the more prominent spiritual beings in the Cosmos, devils cannot afford to ignore the efforts of other similar entities. This is especially the case in the Blood War for while bulk of the fighting is between devils and the demons of The Abyss, other beings have a stake in the eventual outcome. Rather than risk being affected by the machinations of other spirits through ignorance, the Dark Ministry erected the Infernal Denomination of Immortal Diplomacy. Through this facet of the Ministry, the devils make it a point to determine where the other major (and even minor) players stand in relation to the Blood War and do their best to make their position work to the advantage of Hell. Immortal Diplomacy comes across as one of the least militant Denominations in the Legions of Hell. Under the leadership of Zapan, Immortal Diplomacy has striven to offer Perdition’s soft touch. There are never threats; there is no braggadocio; there is no posturing. Rather, the devils reveal to their immortal constituents the value of working with the Legions of Hell or, if a partnership of some sort cannot be established, why keeping out of Hell’s way is beneficial to both parties. The agents of Immortal Diplomacy do not bother to lie about Hell’s ultimate goal: complete and total control of all existence; however, they make it clear that until such a time arrives, there are opportunities for devils to do business with other immortal beings. If that means greater access into mortal worlds, the elimination of hated foes, the expansion of a specific philoso-
phy, the rediscovery of ancient magic, or any number of things, Hell is willing to consider quid pro quo opportunities. Of course, to the Cosmos-at-large, the agents of Immortal Diplomacy are not dealt with lightly. These devils are among the most gifted orators in the Ministry, in many ways outstripping the devils of Mortal Relations. After all, they must interact with creatures as old and almost as intelligent (as far as the devils are concerned) as they, and they must do their best to make sure that whatever they offer really does appear to be beneficial. It is a challenging responsibility that has as many victories as failures and the various ambassadors often consider their jobs successful if they can maintain a status quo that does not grant demons greater support. Indeed, Immortal Diplomacy is the only Denomination that interacts with demons in any official capacity excluding reeducation (combat) efforts, making them unique among their peers. They also work very closely with daemons, a dubious honor so far as the other Denominations are concerned given the Neutral Evil fiends’ predilection for traitorous behavior. Immortal Diplomacy works extremely closely with Espionage, relying heavily on intelligence that can be used to the right amount of enticement in dealings, be that enticement pressure or promises. This working relationship is very strong as the two groups perceive themselves as working towards the same goals in different ways with Espionage destroying the physical obstacles and Diplomacy the spiritual. Ambassadors occasionally work with Mortal Relations, particularly when a powerful cosmic or divine being is questioning the validity of an arrangement with mortal agencies. Reports to Strategy are frequent when it relates to daemonic mercenary deployments and intelligence delivered from other constituents on demonic incursions or efforts. Finally, Diplomacy has direct ties to the Court of Nessus. Zapan often meets with the Constable of Nessus, Duke Martinet, to be kept abreast on matters of cosmic and divine import that may have an impact on the Legions. Martinet has been ordered by Asmodeus not to play the usual games with the Dark Ministry or Zapan, so he is certain to give pertinent and accurate information (if Zapan is smart enough to ask for it). The devils of Immortal Relations perceive themselves as extremely cosmopolitan. Chameleon-like in their ability to adapt to different immortal groups, they enjoy knowing how such creatures think in order to better manipulate them to Hell’s ends. Ironically, though, these devils are also conservative. Although not outwardly zealous, they are convinced of Hell’s eventual hegemony. Zapan requires frequent Indoctrination sessions for his devils upon completion of major assignments to ensure that they have not been infected with improper ideas from their contacts. Diplomatic Branch of Ambassadorial Relations (Generals Auerias, Pallestrin, Visterial): One of the most visible branches to immortal agencies beyond Perdition, the Diplomatic Branch of Ambassadorial Relations is responsible for long term, official contracts between Hell and other parties from the Realms Beyond. Due to the Legions’ ultimate diabolical goals, there are no official relations conducted through this branch with the Angelic Choirs or with the demons; such activities are managed by the staff of Informal Contacts. Spinagon, erinyes, cornugons and pit fiends make up nearly the entirety of devils in the branch. Fallen angels are
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also found in extreme abundance. There are three corps within the Ambassadorial Relations: Corps of Blasphemers, Corps of the Heretics, and Corps of the Lost. Each corps contains numerous divisions, although some are better known than others. Each division is led by a 5th circle general referred to as Imperial Ambassadors. Only a few maintain perpetual domiciles in the realms of the beings with whom they officially interact as most non-Evil spirits would prefer not to allow fiend’s perpetual haven in their realms. Each Imperial Ambassador maintains his or her division based upon the relationship with the constituent in question. All Imperial Ambassadors report to an Arch Ambassador, one of the three 6th or 7th circle generals that run the entire branch. What follows are brief descriptions of the better known divisions in the three corps; there are many others to be sure, but these have the most important duties. Corps of Blasphemers (General Pallestrin) The Corps of Blasphemers is considered the most important to the Dark Ministry as the diplomats herein are tasked with dealing with creatures that are not known for their dependability, but nevertheless have a profound impact on the direction the Blood War. Most of the diplomats of this corps actually live elsewhere, either in the reality of their constituents or else in neutral territory where they have easy access to their marks. The Corps of Blasphemers relies heavily on intelligence from the Denomination of Espionage to be successful; the corps has a battalion of Espionage Branch of Infiltration agents attached to them at all times. The Bronze Division: A very large and diverse division, the Bronze diplomats tends to immortal creatures that are by-and-large Lawful Evil or at least Lawful Neutral but do not have enough meaningful interaction with Hell to have their own corps. Creatures like beholders and illithids are the better known creatures with whom this corps interacts. In most cases, the devils of the Bronze Division are more interested in keeping track with the activities of these beings to make sure they do not eventually adversely impact Hell. Until recently, the Dark Ministry would not allow routine relations between the Legions and illithids, leaving such interactions to the Dukes of Hell. The Dark Ministry changed this policy a few hundred years ago and it is possible that the mindflayers will soon have their own dedicated division of ambassadors. This is a division for new generals to test their skills. Many psions operate in this division, as do those with significant arcane power. Sense Motive is a highly prized skill. The Ebon Division: Possibly the most important divisions in the Branch, the Ebon Division deals exclusively with daemons and other Neutral Evil spirits. It is through this division that all daemonic mercenaries and official intelligence are arranged and gathered. Far more militant in nature than the other divisions, the Ebon consist of some of the most cerebral and gifted ambassadors in Hell. Routine success in this division all but guarantees promotion. The Ebon Division is careful to make sure all of its deals are upon the infernal parchments before considering any mission a success. Most meetings between devils and daemons take place in the Concordant Opposition of the Outlands or Sigil (when between lesser fiends) or in Gehenna (between greater fiends). There are few specific daemons the devils seek to deal with, although greater devils always deal with greater daemons and, if possible, prefer to assign stronger lesser devils to interact with weaker lesser dae-
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mons. Two names are often thrown out. There are persistent rumors that A’Kin, an arcanodaemon in Sigil, is a frequent contact by none other than Zapan himself. Another less likely possibility is Shemeska the Marauder of Sigil; given her dedication to Sigil's politics, this is unlikely. Bluff and Sense Motive skills run very high throughout this corps, even to the point of agents taking several feats to increase them. The lies that run rampant through negotiations between this corps devils and their daemonic contacts are enough to make an angel violently ill. Quicken Spell-like Ability (greater teleport) is a common feature of the Ebon Division. Too often they walk into negotiations only to find a demonic ambush waiting for them. Pallestrin actually serves as the Imperial Ambassadors to the daemons. Since he retired the last Imperial Ambassador, there have been fewer betrayals by the nether spirits and he has been able to renegotiate far lower mercenary fees by giving the denizens of the Wastes greater reason to betray the demons (by manipulating the truth without lying). So far, the daemons have not determined Pallestrin’s ploy, but if they do, Pallestrin already has a number of other distractions prepared. The Silver Division: The diplomats of the Silver Division attempt to ensure that the rilmani, the purveyors of Balance across the Cosmos, are disinclined to interfere in Hell's affairs. As such they have the delicate task of downplaying infernal successes and pointing out other, nonLawful Evil threats to the Great Balance. A combination of Bluff and Diplomacy are essential to successful summits. When the rilmani are happy, the Silver Division is happy. When the rilmani are not happy, the Silver Division’s ire prompts the Denomination of Morale to encourage more discretion among the Denominations. The devils do their best to manipulate the rilmani into attacking demonic agents. Given that the rilmani only act when they think the demons are getting the upper hand, the Dark Ministry gathers up failures across the Legions and sends these unwitting fools on suicide missions in The Abyss or anywhere they are guaranteed to encounter Chaotic Evil (and sometimes any Good) foes. Obviously, these units are massacred. When the ambassadors of Immortal Diplomacy next meet with the rilmani, they point out these “devastating setbacks,” playing them up as horrible losses. The rilmani, upon investigating, find that the demons indeed have been destroying the devils troops in mass numbers and unilaterally move to trim back demon numbers. Depending on who gets the upper hand (determined by Bluff vs. Sense Motive checks) in such diplomatic ventures, the rilmani may only trim back worthless and weak demons or they may actually deal some serious setbacks to The Abyss’ forces. “Balance” is served. Either way, this is a “win-win” for the Legions as they got rid of some worthless troops and stirred up the rilmani against the demons. When the devils fail in such endeavors, they lose some worthless troops and draw the rilmani's attention to their wool-pulling operations. Status quo maintained and a minor black mark on the evaluations of the devils in charge. While Pallestrin (and Zapan) is generally satisfied with this arrangement, he is growing weary of having to worry about rilmani considerations. He suspects that the time will eventually come that more drastic measures will have to be taken to remind the rilmani with whom they are dealing. When this time approaches, he will bring his concerns to Zapan and the Dark Ministers.
General Pallestrin (7th circle Order of the Bleeding Blade 24 HD pit fiend, evangelist 5/rogue 16): Arch Ambassador Pallestrin is a wily pit fiend with a penchant for beating terrible odds and, in the event that he does appear to fail, returning with inconceivable victories. Pallestrin is often called the Smiling Serpent for there are few devils that smile as sincerely and handsomely as he. Pallestrin is a diplomat’s diplomat, courteous and inviting, convincing and apparently interested in what others have to say. Of course, the reality of the Arch Ambassador of Blasphemers is that he is a suave tyrant, using his words and his actions to make it clear that any that hope to get anything of value out him had better have something equally important to offer in return. Pallestrin is a task master, never giving his subordinates rest if he can help it and always expecting the utmost productivity from them; fortunately, Pallestrin is not afraid of hard work himself and is even willing to get involved in unpleasant affairs, particularly if he can smell an opportunity (as a recent example involving aboleths in the material plane indicates). Among the other Arch Ambassadors, Pallestrin is admired; neither Aurieas nor Visterial are fooled by his polite demeanor and do their best to keep on his good side. He excels at double talk that Espionage agents respect. Zapan is most impressed with Pallestrin as he has only recently pulled himself from what appeared to be a political slump. With his star on the rise, Pallestrin is not distracted by attempts to retire Zapan nor is he currently the target of any retirements. As such, he concentrates on strengthening deals with some of the most difficult parties in the Cosmos. Corps of the Heretics (General Visterial) The Corps of the Heretics tends to deal with creatures with whom the Legions have common cause. For the most part, the divisions within this corps interact with creatures (usually spirits) that Hell finds amendable and the closest to allies they have against The Abyss. The use of infernal contracts are common occurrence, though, as neither side really trusts the other to hold to all agreements. It is interesting to note that the devils consider a number of axiomatic spirits to be relatively close allies… Once the conflict with The Abyss is over, the devils will move to correct the miseducation of their allies’ heretical perspectives by revealing the full glory of Hell. In any case, the Corps of Heretics has six companies of Espionage Branch of Infiltration agents attached to it. The Amber Division: A division that has experienced recent growth and importance, the Amber Division serves as ambassadors to the formians. Considered a cushy assignment, deals are relatively easy to make with the expansionist exemplars and tend revolve around opportunities for the axiomatic spirits to settle areas dominated by Chaotic beings, particularly those under demonic siege. Rarely do the devils bother to set agreements down on the infernal parchments; both parties are more than willing to keep their end of the deal. Both sides are comfortable with traditional contracts, which are filled with numerous foot notes and end notes. To date, the devils have not attempted to outwit the formians as they suspect that these spirits will soon become the dominant representatives of Nirvana. Diplomacy is the skill of choice in the Amber Division. Fallen angels have historically been better received by the formians, likely due to the time the spirits occupied Arcadia.
The Iron Division: An extremely important division, the Iron Corps is responsible for modron relations. In the past when modrons were dominant spirits of Nirvana, their favorable responses from them were valuable to Hell’s activities in the war effort. Now, the modrons find themselves competing with the formians for more of Hell’s attentions, giving the devils greater access to modron information and support. Historically, the devils simply pointed the modrons in the direction of Chaos and let them do their work. Now, the devils actively seek to recruit modron assistance in their endeavors, thereby reducing diabolical losses. In return, the devils do what they can to redirect formian interests away from the modrons (while ensuring that, in the long run, both axiomatic spirits encounter a stalemate from which Hell can benefit). Thus far, the modrons, eager to regain their primacy in Nirvana, have allowed this recent development… although it is anyone’s guess as to how long they will continue this venture. Straightforward and mutually beneficial, devils in this division tend to have above average ranks in Bluff, Diplomacy, and Sense Motive. Until recently, this division was generally manned by the dullest of devils who had not managed to anger someone enough to get stationed in the Emerald Division. Now, it is considered a prized assignment. Fallen angels are found here in great abundance. The modrons appreciate the superficial appearance of goodness as a shell for vile evil. The Ruby Division: One of the most highly desired divisions, the Ruby Division concentrates its efforts with the treat with the efreet and other evil denizens of the Reality of Fire; they also contact the gods of Hell. Almost as cruel and opportunistic as devils, efreet make for staunch allies. Several Dukes of Hell have their own personal dealings with the City of Brass and often will put Ruby Division diplomats up in their own embassies while they are on missions to the Reality of Fire. Minister Zapan is meticulous in ensuring that favors are given and retained on a fairly even basis so that his Denomination is not found too greatly in the debt of any particular Duke. Despite the general good will between devils and efreet, neither side is dumb enough not to advocate the use of infernal contracts. The City of Brass offers much opportunity for devils, if they are canny enough to avail themselves of it. Another frequent contact are the servants of Imix, the Lord of Unholy Flame; while meetings with the archomental are rare, a former 1st circle pit fiend general of Strategy and current proxy to Imix, Asgeroth, routinely sits with his former kin in meetings with Hell’s ambassadors. Recently, this division has expanded dealings with the salamands. Interestingly enough, the Nemesis of the Heavens, Eblis, does not receive frequent calls from this corps. Possibly the strongest arch-devil unassociated with Hell, Eblis frowns upon Hell’s Hierarchy. Still, Eblis never overlooks opportunities to embarrass the Sarim and the Ruby Corps always reports such possibilities to the Arch-Devil of Fire, particularly when asked to do so by the Corps of the Angelic Choirs. This branch receives a great deal of information through Zapan and Visterial from Martinet, the Voice of Asmodeus, in order to facilitate arrangements with the gods of Hell. Diplomacy and Gather Information are the most vital skills for the division. General Visterial (7th circle 23 HD pit fiend, rogue 7/ sorcerer 7/wilder 7): Visterial considers himself to be the most talented diplomat in Hell due to his long tenure as the Arch Ambassador of Heretics. He is well known by his
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various constituents and is frequently invited to attend them; indeed, he has more embassies in his branch than the other two Arch Ambassadors combined. He also has more Espionage operatives at his beck and call, a testament to the importance of his position. Despite Visterial’s high opinion of himself, the reason for his perpetual position is that Zapan thinks him a fool and would rather not transfer him to become another Minister’s problem (which is really to avoid making enemies among his peers than any consideration of being ethical). Visterial is a blowhard who makes foolish comments that give too much information. When dealing with lowly spirits in the past, this was not a problem, but among powerful beings like efreet or high caste formians and modrons, this can be devastating. It is for this reason that intelligence funneled to him is always skewed. Given that he ultimately allows his Imperial Ambassadors to handle most contacts, they are the ones who receive the proper information. Unfortunately for them, Zapan has grown accustomed to Visterial’s stupidity and finds it an effective means to lull Hell’s “allies” into a sense of complacency. Until Zapan is tired of Visterial’s foolishness, no forced retirements will occur. The Corps of the Lost (General Auerias) Devils have always been aware of the need to interact with creatures that seems to either have little to offer them or else could become grave risks to their goals. Thus, rather than allow a relative unknown to grow into a potential problem, the Corps of the Lost actively interacts with creatures that have either been thorns in Hell’s side or are scheduled for liquidation once Hell defines Evil. Responsibilities in these divisions are either punishment or training opportunities as they are looked down upon by most diplomats. This corps has three companies of Espionage Branch of Infiltration agents attached to it. The Brass Division: Another large and diverse division, Brass operatives address the concerns of most other immortal races that are not perceived to have a great impact on Hell’s interests. A Brass Division diplomat may start the year interacting with undead in the Plane of Oblivion (or anywhere for that matter), making arrangements with ice elementals in the middle of the year, and then find himself dealing with fey creatures by year’s end. This is often a division for beginners as it forces diplomats to spend time learning about all the other blasphemous creatures that fester in the Cosmos. Bluff and Diplomacy are the most important skills in Brass. The Emerald Division: Surprisingly, devils find reason to engage in talks with the slaadi of Limbo and do so through the Emerald Division. The devils of this division are often placed here as punishment for minor failures and this is a particularly distasteful assignment. After all, pacts and slaadi seem incompatible with each other. Nevertheless, the Emerald Division does its best to direct slaadi violence and interference into The Abyss and away from Hell; barring that, they offer opportunities for entanglement with daemons and, if absolutely necessary, with axiomatics and the hashmallim choir of angels. Intimidate is the priority skill in this division, as the slaadi care little if they are lied to and rarely sign any actual contracts. Only putting the fear of Hell into them encourages anything useful out of the spirits of Chaos. General Auerias (6th circle 30 HD pit fiend, mindbender 9): Despite the fact that he is forced to oversee the least attractive diplomatic envoys, General Auerias takes his position and duties very seriously. He has worked hard
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to make the best out of his difficult contacts, particularly with the Emerald Division and their slaadi contacts. Auerias hopes that his successes, which have been steady in appearance, will earn him an opportunity to transfer to the Corps of Heretics. Auerias is not as strong-willed as Visterial though, and certainly not as imposing or dynamic as Pallestrin, limiting his leadership ability. He has been relatively slow to truly improve the productivity of his staff (he prefers indoctrination sessions to simply beating or demoting them), and thus has not truly impressed Zapan. If Auerias does not learn how to become a more effective leader, he may find himself in a situation paralleling that of Visterial. Diplomatic Branch of Informal Contacts (Generals Cartellic, Sarmel, Xalric) Despite expectations to the contrary, devils go out of their way to maintain open lines of communication with their historical foes, angels and demons. Although this puts such devils at great risk, the opportunities more than make up for this as the information and potential shortterm alliances may have significant impacts Hell’s maneuvers in the Blood War. The diplomats of this branch seek to play their constituents against each other and possibly against threats from other cosmic beings. There are three corps within this branch, each dedicated to one of the more troublesome spiritual groups. The Corps of The Abyss is by far the best known and celebrated as it often means that a devil has to place himself in situations that could mean its destruction. The other corps, that of the Angelic Choirs (often referred to as the Celestial Cacophony), is only slight less regarded than that of The Abyss as it is typically more predictable. The final corps is by far the most dangerous and, in the eyes of Zapan, the most important: the Corps of the Divine. With so many gods in existence with an interest, however informal, in the resolution of the Blood War and the activities of the Denomination of Mortal Relations, meetings with divine proxies and the occasional god can result in an entire platoon of devils being wiped out of existence in scant seconds. The Corps of the Angelic Choirs (General Sarmel) In Hell, the only spirits devils detest more than demons are angels. Regardless of choir, angels are universally despised and it takes a great deal for most devils not to pursue their natural inclination to find the means to bring angels low. Unlike demons, who often just want to rip an angelic being into motes of weeping light, devils seek to restructure the soul of angels, painfully contorting their nature into a perverse moral reflection of what they represent. It is unsurprising, then, that so many fallen angels have found their way into the Nine Hells of Perdition rather than The Abyss for, although Hell is certainly Evil, the aspect of order, the rationalization inherent in the diabolical, is tempting to many angels. However, devils fail far more than myths and legends suggest in the temptation of angelic beings. Even the weakest angel is typically far too wise and too committed to its cause to be misled by any but the most manipulative devil. Most diplomatic ventures between angels and devils are carried out in secret and usually in a remote location in the Mortal Coil or in the Concordant Opposition of the Outlands (rarely in Sigil where there are too many prying eyes). The choir most likely to treat with devils is the
tarshishim, the angels that dominate Elysium. The benefit of treating with the tarshishim is that they will evaluate the information on offer looking at both the potential to disrupt or quash evil of some sort against the need to keep the Celestial Compact against celestial incursions into the Mortal Coil and beyond. Information that requires a strike which seems likely to disrupt the Compact is usually referred by the tarshishim agent to an angel of the ophanim (Chaotic Good) Choir to act on (often with a supporting "impartial observer" from the tarshishim along for the ride). The “impartial observer” would be deliberately chosen as someone to whom the ophanim involved would benefit from the advice of; that observer can then help channel the energies of the "strike team" into methods that are less overt in breaking the compact. While it is no surprise that the ophanim of Arborea never have anything to do with devils in a united capacity (they hate devils possibly more than demons), many are shocked to learn that the Lawful Good hashmallim also avoid dealing with devils, although the reason for this – beyond their hatred for what the fiends represent – is unclear. When the hashmallim do consent to working with the Corps of the Angelic Choirs, they also have a very clear goal in mind and always include an impartial observer in the form of at least one tarshishim. In any case, the Angelic Choirs never agree to sign any contracts; the devils do not push for such as they know that angels are disgustingly true to the letter and spirit of any verbal agreement. Unfortunately for the devils, this also means that they have to work very hard at getting an angel, especially one of the hashmallim, to make such an agreement. So far, most devils have not had the extreme displeasure of getting agreements from ophanim, who are wont to change their minds on any agreement they feel is not going to help promote good in the long run (and since they do not believe any good can really come from interaction with devils, routinely break agreements as soon as the devils come through with their part of the deal). This begs the question as to why angels bother to have informal ties with devils. The answer is simple enough: opportunities to sway fallen brethren back into the Light. Zapan often has a few fallen angels appear as attendants to the true diplomats, and their presence has a profound impact on the proceedings. In the past, only 5% of diplomatic envoys with angels met with success from the devils. As soon as Zapan came upon the idea to include one or two fallen angels in such meetings, success tripled. This success has come at a price, though: quite a few fallen angels are redeemed and welcomed back into the fold upon the completion of the proper penance. Initially, Zapan reacted to these events magnanimously as he figured the gains were worth the reduction in staff; however, he has recently learned through Espionage that many of these fallen angels were either double agents themselves or else might as well have been upon redemption. Furthermore, angels – while never liars – are often three steps ahead of Zapan’s typical diplomats, often coming out well ahead of the devils in the final picture. Zapan is currently reevaluating the inclusion of fallen angels as a lure to the Angelic Choirs. For now, he only allows angels who have fallen no later than the Great Fall to have high level clearance into the Denomination and only sends those who have fallen within the past millennia as enticements. Bluff and Diplomacy are the most important skills for angelic diplomats; many take feats in Negotiator and Persuasive to improve their chances and wear magical enhancements as well. In recent centuries, quite a few angelic diplomats have started taking ranks in Sense Motive.
Most of the agents are rogues (as the angels react poorly to clerics or wizards). This corps is dominated by erinyes and pit fiends among the devils and has the highest concentration of fallen angels in the entire Ministry. General Sarmel (6th circle 28 HD unknown outsider, hierophant 5/high proselytizer 10): It is said that Sarmel is not a true devil, but a fallen angel (usually thought to be a planetar) that has taken the shape of a pit fiend when in Hell. Whether a devil true or a fallen angel, Sarmel is an ancient creature who has dwelled in Hell since before even the Voyeurs arrived. However, as befitting her station, she does not believe that Hell is Evil. Rather, she believes that all else in Creation is an illusion and that Hell is the only reality, the only Truth. The Cosmos needs Order and since Order can never be achieved without the promise of purging pain and the oppression of individuality, the Cosmos needs Hell. A former ally of Murmer, the Duke of Philosophy, Sarmel never shouts and exudes the calm of an angelic figure; however, there is a miasma of vile evil about her that she takes pains to conceal when meeting with her angelic counterparts. Indeed, when meeting with the Angelic Choirs, Sarmel appears as the planetar she is thought to be and always includes a few recently fallen angels in her retinue. As one of the oldest serving entities in the Ministry, Sarmel is highly respected by Zapan. She has no interest in his position and has worked well with all Ministers of Immortal Diplomacy. Sarmel’s ultimate goal is to become a senior general in the Denomination of Morale, preferable Indoctrination. For eons, her attempts for a transfer have been rebuffed as Zimimar has never been able to determine her true form and Sarmel herself is said not to know anymore. If her attempts to transfer continue to fail, Sarmel hopes to be approached by either the Duke of Logic, Caim, or her old ally Murmer into the Courtiers of Perdition. Given her success and the relative comfort the Angelic Choirs have with her, it is likely that Zapan would step in to stifle any such offers. For their part, the Angelic Choirs’ interest in Sarmel is in determining her true nature. If she is truly an angel, they hope to learn her background in order to determine how far back the first angel fell and what instigated it. The Corps of The Abyss (General Cartellic) The most frustrating thing for the devils of this corps is having to deal with the apparently infinite demonic groups. With countless unique demons, thousands of demon lords, and scores of demon princes, there is not one diplomatic approach in dealing with The Abyss and even established arrangements can and do change at a moments notice. As a result, there are countless divisions in the corps which, at any time, may be eliminated if a demon suddenly disappears or terminates its arrangements with Hell (usually by destroying a number of diabolical diplomats). Unlike their peers in other Denominations, the devils of this corps have long since learned to respect the intelligence of demons. While demons may not be as clever as devils, they are every bit as conniving and much faster than devils in leaps of intuition, making it difficult to establish deals with them without persistent use of confounding logic and steadfastness. Another fact that this corps has determined is that while there are certainly many more demons involved in the Blood War than devils, the vast majority of demons have their interests elsewhere. For the demons in the demons in the Blood War, there are often vying groups sometimes based upon different unique demons and demon lords or
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else upon something completely unrelated. It is through this animosities that the devils apply leverage in order to gain information or win a pivotal battle. Furthermore, the fact that there are so many demons uninvolved in active fighting prompt the agents of this corps to do all they can to keep them out. Whether this means providing information on a hated rival or setting up situations that lead to the destruction of a demon prince through divine or angelic incursions, this corps is willing to do anything within the bounds of order to limit more demonic forces entering the war effort. There are a number of demon factions with whom the devils have routine dealings. The Demon Prince of the Lower Aerial Kingdoms, Pazuzu, is a prominent figure. His servants have historically kept out of the Blood War since he would rather strengthen his own standing across the Depths Below. The War is a troublesome distraction to this endeavor. Pazuzu is the only demon prince known to offer a safe haven to devils in The Abyss, although the price for such aid is high (so far, the Denomination of Morale continues to accept that devils that take advantage of his aid are not infected with the demonic, but still insist on 1001 day long Indoctrination sessions after such occurrences). Another demon with whom this corps has routine dealings is the marquis half-fiend known as Rule-of-Three. Supposedly a son of the Dark Prince of The Abyss, Graz’zt, Rule-of-Three agrees with his leader that the Depths Below would be better served united than not. Although the devils do not trust Rule-of-Three one wit, they have acquired a great deal of consistently valuable information from the half-demon even if this information has weakened Graz’zt’s personal enemies. Bluff, Intimidate, and Sense Motive are the most important skills for members of this dangerous corps to take. The regular display of great power, often physical punctuated by magical, is needed to impress upon demons the stupidity in betraying diabolical diplomats and the ability to read the mercurial natures of demons is central to success in the corps. Feats like Negotiator and Persuasive are important, although Quicken Spell-like Ability (greater teleport) is a given considering the regularity (33%) of betrayals shortly after a meeting beings. Most of the devils in this corps are greater devils, gelugons and pit fiends dominating the ranks. Many have levels in cleric, fighter, and wizard and most are multi-classed. General Cartillic (7th circle 25 pit fiend HD 10 blackguard/10 planar champion): Arch Ambassador Cartillic is the latest in a long line of Arch Ambassadors to The Abyss. Despite the superb precautions the devils have taken over the centuries, the demons consistently come up with ingenious ways to assassinate the Arch Ambassadors, often at the peak of some great agreement. While Cartillic is not the longest served Arch Ambassador, he has maintained his position and his existence longer than most. Clever and capable of analyzing, if not understanding, the Chaos in which demons revel, Cartillic has avoided six demonic plots and has even been able to establish a few somewhat trustworthy arrangements with some marilith generals (with whom Cartillic can converse the most successfully since they think strategically and tactically). Cartillic often uses information from Espionage and from the Ebon Division of Ambassadorial Relations to supplement his dealings with demons. Knowing that demons put little to no stock in agreements for their own sake, he is always certain to have some valuable and important information to offer that the demons are willing to wait until
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after a deal concludes successfully for both sides. Cartillic is one of the few pit fiends to have traveled to The Abyss and back alive not involved in a battle. These successes and traits have made Cartillic a target of a Morale probe; to date, no incriminating evidence has been found to implicate him of treason or demonic influence. The truth is that Cartillic is far more zealous of Hell’s position than most pit fiends and his certainty of Perdition’s superiority is what allows him to ignore the influence of Chaos. Indeed, he has personally destroyed many of his own troops whom he grew suspicious of. Still, Cartillic remains under investigation, one of which he is unaware. The Corps of the Divine (General Xalric) Possibly the most dangerous corps in the Denomination of Immortal Diplomacy, the Corps of the Divine is a place where only devils seeking a fast track to power find great interest. This corps serves as a go-between for the Denomination of Mortal Relations when mortal souls are at stake or when the devils are seeking divine aid (or the lack of interference) in the Depths Below during battles against demons. Like the demons, there are many vying parties involved; good gods are rarely engaged and when they are, the corps routinely asks for the assistance of their brethren in the Corps of the Angelic Choir. Likewise, Chaotic Evil gods may require aid from the Corps of The Abyss. Historically, both demons and devils have sought to keep the gods out of the Blood War and most gods are content to let the fiends fight. Still, the devils know that the gods have a stake in the outcome as there are plenty of Lawful Good gods that detest demons and would love little more than to have one-third of the fiend problem removed even if that means unofficial alliances with Hell. However, the devils have to be cautious in these arrangements as gods, capable of seeing through even the most elaborate plans, have been known to annihilate the participants of summits, including their own worshippers (who they can return to life if they so please). There are often no warnings or inclination of such events. Additionally, the devils of this corps have to contend with the fact that most gods see very real little difference between the Dark Ministry and the Lords of the Nine. Most gods willing to do business with the Corps of the Divine hope to get something out of the rulers of Hell (often a soul); although Zapan does have open lines of communication to Martinet to reach any of the Lords, he knows that the Lords have probably already turned down offers from gods seeking an audience. Upon discovering that the diplomats from Hell are of no use, devils consider it a gift if they make it back to Hell alive. In any event, devils are still certain to request the signing of contracts for any agreements that are reached. Such contracts are usually delivered sealed in person by Duke Martinet, which suggests that a Lord of the Nine – possibly even Asmodeus – writes them. Most gods are informed well in advance that they will be asked to sign a contract, thereby reducing the possibility of offense when the deal is ready to close. Such contracts are binding in a way that transcends even the best written infernal contract since devils are hardly in the position to track down the god for failing to follow through. To date, not even Zapan knows what failure to meet the stipulations of a divine contract means as no god that has signed one has abandoned his part of the bargain. In recent years, Zapan has made it policy to meet with divine proxies rather than with avatars and then only at the base of the Spire in the Concordant Opposition of the Outlands where divine power is nullified. This policy adjust-
ment has greatly increased the survival rate of the corps agents. It is important to note that the gods of Hell are not handled by this corps but by the Ruby Division of the Branch of Ambassadorial Relations. However, it is this corps that deals with the Lords of the Nine. Diplomacy and Sense Motive are the most important skills for this corps (Bluff is worthless as most gods immediately see right through lies and have not compunction against punishing those stupid enough to lie to them). Feats that enhance these skills are par for the course. Like the Corps of the Angelic Choirs, the most common class here is the rogue; pit fiend commanders usually send high level squamugons to parlay with divine proxies rather than risk their own skins. General Xalric (6th circle 37 HD pit fiend cleric 1/ contemplative 5): Xalric is a brash, confident pit fiend. One of the more powerful pit fiends, it is often thought that he may actually be a Nessian. Physically huge, only a few pit fiends, notably The Ashmadia, are larger than him. He is also incredibly insightful, something most do not expect after meeting him. His assignment as the Arch Ambassador of the Divine was in part due to his capturing all that is represented by Hell: great physical strength and impressive intellect. Xalric has served in a number of capacities in the Ministry, the most notable being Mortal Relations, Morale, and (unsurprisingly) Strategy. So far, this has been his most fulfilling assignment. Although brave, Xalric has a healthy respect (fear would be too strong a word) for gods. While he does not think gods are worthy of worship, he understands that they feel differently and that some have no problem violently expressing their displeasure with those that feel otherwise. As such, Xalric knows how to flatter them without coming across as pathetic. In his meetings with high level proxies, Xalric keeps abreast of all religious rites, performing those that are not excessively righteous or chaotic in order to clarify his interest in achieving relations beneficial to all sides. Still, he will not treat with those unwilling to offer their own humility. Xalric’s ultimate goal is to become the next Minister of Immortal Diplomacy. Despite his respect for Zapan, he believes that he has a better grasp of the divine, something that he believes has an influence all aspects of the Denomination’s responsibilities. To date, Zapan has not recognized the envy in Xalric’s eyes as the latter has long since learned how to conceal his true intent from gods. However, Xalric’s fate may be to enter into the Court of Nessus as Martinet is impressed with him. Diplomatic Branch of Military Coordination (Generals Baalberith, Gresticas, Lisstel) The Diplomatic Branch of Military Coordination underwrites all contracts that involve the deployment of troops on the part of other immortal beings (including singular cosmic or divine assaults from cosmic entities and gods). In addition, the branch tenders language for surrenders (a responsibility rarely acted upon), and takes pains to make sure that allied troops are not subject to friendly fire (unless part of a plan). It is typical that many diplomatic ventures get off track, resulting in final decisions that were not part of the Legion’s intent. Usually, these occurrences can be addressed with later diplomatic gatherings. Such is not the case when contracts involving troop deployment to support Hell’s actions are the end goal. Thus, before any final contract is
established, Military Coordination reviews the language to make sure that both parties (but especially Hell) are in complete understanding as to what the responsibilities are. If military action is not part of contract, most corps draft their own contracts in order to have greater direct control and immediate attention to the matter. However, in recent years, the Ebon Division of the Ambassadorial Relations Corps of Blasphemers has included Military Coordination in all arrangements made with the daemons (the Emerald Corps has considered doing the same in their dealings with the slaadi, but quickly abandoned the idea since the slaadi are as prone to signing and adhering to contracts as they are to eating them, lighting them on fire, or defecating on them). In this task, the Branch of Military Coordination often finds it useful to work with the Espionage Branch of Infiltration and has a brigade of such devils attached to them. Part of all such contracts includes clauses on compensation for any troop loss due to friendly fire. The language here is also clear that friendly fire is based upon immortal troops fulfilling their mission successfully. It is not unusual for devils who are about to be overrun by demonic forces due to allied failure to turn on such troops in retaliation for not fulfilling their obligations. Another aspect of Military Coordination is that they provide military support to all diplomatic ventures. Embassies are staffed with troops from this branch, meeting places are evaluated for safety and guarded by this branch, and high level ambassadors receive protection from this branch. As needed, Military Coordination will request supplemental troops from Strategy, although such rarely occurs. Devil populations in this branch closely mirror that of Strategic Branch of Land. General Baalberith (7th circle 31 HD, cleric 4 warpriest 10): General Baalberith was once a general in Strategy and the manner in which he oversees Military Coordination reflects this. He runs everything in a cold, military fashion. There are no short cuts, but efficiency and precision are essential. Baalberith perceives his role as the Chief Military Coordinator as a failsafe to the weaklings in the other Diplomatic branches. Not only does he ensure quality control, he also oversees the defenses of all embassies and all envoys led by one of the Arch or Imperial Ambassadors. Baalberith typically accompanies Zapan to any summit the Dark Minister attends, and personally oversee the security details. His subordinates fear him tremendously as he is not above sending them to meetings with daemons or demons he knows are expected to become hostile. Baalberith often finds that he has to work closely with Retya, Dagos’ attaché, a situation he enjoys as he once reported to Retya in the distant past. Baalberith also receives most reports from Espionage. Still, Baalberith wants more. So far as he is concerned, Military Coordination should be the focal point of all Diplomatic efforts as the Legions of Hell are about promoting the reeducation of the Cosmos by beating them into submission, not talk. Baalberith believes that the time will come when he will be forced to pull the reins of leadership from Zapan. He has wisely not made his dissatisfaction known. General Gresticas (6th circle 25 HD pit fiend, blackguard 10/marshal 10): Gresticas serves as the Military Coordination Liaison. While Baalberith addresses the big picture, Gresticas tends to the daily operations, making
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sure that embassies are fully supplied and that any need to request additional troops are made. Careful and observant, Gresticas suspects his superior’s displeasure and agrees with him. Gresticas believes that harsher language needs to be used with the various spiritual agencies with whom Hell stoops to interact. However, he understands the need for occasional give-and-take. He hopes to become an Arch Ambassador in order to show Zapan how it is done before returning as the Chief Military Coordinator whether or not Baalberith has carried out his own promotion. General Lisstel (6th circle 20 HD pit fiend, arcane trickster 11/rogue 4/sorcerer 4): Lisstel supervises the contracts for the entire Denomination if troop deployment becomes part of an arrangement. He also handles all treaties signed by Hell. He works very closely with Baalberith and Zapan in both regards. Lisstel has a flair for the dramatic that often finds its way into his contracts. Indeed, this is one of the reasons Zapan placed him as the Chief Military Underwriter. Lisstel has found the means to always reflect Hell’s superiority in the contracts he write and has routinely finds the means to slip in language that could be taken to mean any number of things more beneficial to Hell than to the other party. While Lisstel does not expect many such attempts to be successful, the fact that 25% have been over his long tenure in his position has garnered him a very strong reputation in the Denomination. Lisstel hopes to eventually relocate to the Denomination of Supply where he can put his contract writing skills to excellent use.
Infernal Denomination of Morale (Dark Minister Zimimar) Branches Indoctrination – Spreads the doctrines of the Ministry through literature to the uninitiated (propaganda and demoralizing tactics against the enemy). Medical – handles the restoration of wounded soldiers. Truth – processes those slated for reeducation (prisoners of war), provides reeducation (interrogation and brainwashing), and ensures the loyalty and cooperation of internal troops. Generals Indoctrination – Destrom, Ignymiel, Sinhist Medical – Krelt, Neperiel, Y’Zelrel Truth – Ariyan, Gazra, Vhesage
percentage of the Denomination’s efforts go. Whether through the Branch of Indoctrination or Truth, the agents of Morale are routinely evaluating their fellows for proper behavior. They spend their time gathering evidence of behavior and thoughts contrary to the will of Hell. In some ways, poor thoughts are worse than behavior as the act of concealment is considered a more severe crime as it can infect more devils before the perpetrator is found and dealt with. The devils of Morale do not get along well with any other Denomination, although they work the closest with Espionage and Promotion. Morale and Espionage often find that their duties overlap, particularly when dealing with matters related to Hell’s nobility. Although Morale has no jurisdiction over the Courtiers of Perdition, most accusations of treason in those ranks are discovered after a Morale agent pulls information from a common devil associated with the noble but working for the Legions. The fact that Morale must turn such cases to Espionage is considered an insult. Furthermore, Morale is not convinced that the double-agents of Espionage can act as demons so well to avoid detection without actually becoming demons themselves. As such, Morale conducts extremely regular and invasive evaluations of Espionage agents, a frustration to the senior officers of that Denomination. The bulk of devils that work in Morale are hamatulas, kocrachons, and osyluths; erinyes are typically found as officers in Indoctrination. The bulk of the greater devils are cornugons and pit fiends, although the 9999 battalions of gelugons in the Truth Branch of Morale are among the best known devils in Hell. Morale and Promotion work very closely in order to determine which devils are the most fit for promotion. The problem is that Morale does not believe that bribery has any place in the decision making process and that the devils of Promotion are little better than daemons in their behavior. Unfortunately for Morale, the Dark Ministers (save Zimimar of course) prefer the current establishment as they believe that the bribery and competition among relative equals reveals those most capable of proving themselves. However, Zimimar is growing ever more suspicious of Promotion and is slowly filling their ranks with spies. The Medical Branch of Morale (Generals Krelt, Neperiel, Y’Zelrel)
“No one is innocent.” This is the motto of the Infernal Denomination of Morale, the most feared of the eight ministries of the Legions of Hell, and one of the most powerful. With its talons deep into the husks of the other Denominations, the devils of Morale are arguably the most zealous not just in the Denomination, but in Hell at large. They are convinced that Hell offers the only right way and believe that only they can ensure that none, especially other devils, ever forget this fact. Unfortunately for the other devils, the agents of Morale do not believe that most adhere to this truth. Morale is committed to the well-being of the Legions. Although they are better known for their police and spying agents within the Ministry, the Denomination also provides the necessary healing attention to all Blood Warriors. Far more important than “physical” health, though, is the health of the diabolical soul and this is where the greatest
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The Medical Branch of Morale is unlike any institution bearing a similar name in the Mortal Coil. Patients are not seen as victims or unfortunate, but as lazy irresponsible fools. An infernal infirmary is not a relaxing environment for a devil. They are expected to heal quickly and return to their stations. Most medical troops are clerics, usually with the War and Law domains. Most, if not all, combat clerics worship Hell (in truth, they worship The Overlord). The remaining medical troops are various devils with the Heal skill. The branch is broken up into battalion level medic groups and large field hospitals. The average medic group is a platoon serving a regiment, each squad being attached to a battalion. All members of these groups are clerics. A field hospital also has normal devils with ranks in Heal. These devils evaluate the patients to determine what their needs. Many are sent away with just a potion of cure moderate wounds. The more serious cases are tended to by an actual cleric. Any
devil that has not lost enough hit points to be allowed to withdraw (as described in the Denomination of Strategy) is reported to the Truth Branch of Morale for further evaluation. Generals have their own personal medics, usually a captain for a 1st circle general. The branch heads have a 3rd circle general tending to their needs and each Minister has a 4th circle general. Like their personal mystic defense entourage, these medics are near their charge at all times. Sergeants must be capable of casting second level spells, master sergeants must cast third level spells, and sergeant majors must be able to cast fifth level. Spellcasting requirements are similar among commissioned officers: lieutenants must be able to cast third level spells and each successive rank must be capable of casting a higher level spell than the last, culminating with 1st circle generals casting at minimum seventh level spells. A 5th circle general is capable of casting ninth level spells. Due to the stringent requirements and demands for a high cleric level throughout the branch, lesser devils such as erinyes and narzugon often hold the higher officer ranks. While only pit fiends (with very few exceptions) can be ranked as generals, an erinyes that meets the prerequisites for the position can be invested with the authority of the rank. Throughout the branch, they are referred to by their actual rank followed by “general”; thus, an erinyes major who could cast 7th level spells would be called major general. Interestingly, there are more kocrachons serving in Medical than in any other branch save Truth. They are charged with doing on the spot demotions for those too pathetic to return to service. The upper ranks are dominated by cornugons and pit fiends. Most devils recuperate as swiftly as possible in order to avoid the bed-side manners of Medical troops. General Neperiel (7th circle, Order of the Bleeding Blade, 23 HD pit fiend, cleric 5/12 mystic theurge/ wizard (necromancer) 5): The Chief Medical Officer of the Legions of Hell, General Neperiel has few of the attributes most mortals would expect from a doctor. Cold, cruel, and only interested in the amount of pain a patient suffers in order to sate his own curiosities, Neperiel is far closer to an arcane researcher in his attitudes… Unsurprising consider that he spent considerable time in the Denomination of Research in Experimental. Prior to that, Neperiel was a member of Prince Lixer’s court where he was considered one of the more talented necromancers. The cause of his departure remains unclear (some whisper that he challenged His Infernal Highness to a mystic duel and lost), but his skills continue to impress the Dark Ministry. Neperiel despise weakness and expects his troops to despise it as well. If a devil is too weak to recuperate without significant help from Medical, the devil is not worth saving and should be demoted to lemure status to start anew. In a way, this attitude has drawn the ire of Minister Zaebos who does not appreciate so many demotions occurring in one branch that affects all Denominations. So far, though, Zimimar has not ordered Neperiel to stop as she believes that his behavior is beneficial to the overall morale of the Legions. Oddly, some of Neperiel’s greatest allies are in the upper echelons of Strategy as Dagos and his senior generals agree with Neperiel’s stance on troop availability. Neperiel continues to have allies in Research, but is strongly disliked elsewhere, especially Promotions. He works very well with Krelt and Y’Zelrel; although he knows both of them hope to unseat him, he also knows that they are as cruel and uncaring as he. Until one of them
makes a move, though, he has no intention of demoting them; however, he already has bought out their supposed allies and feels he has little to worry about from his subordinates. General Krelt (6th circle 21 HD pit fiend cleric 12/ entropomancer 10): Krelt, the Chief Combat Medical Officer, supervises the medical support exclusively for the Denominations of Espionage and Strategy, the two that experience the most frequent combats and injuries. This responsibility differs from Y’Zelrel’s as Krelt does not assign medical teams to generals or serve as a liaison to branches. Rather, Krelt sees to it that general medical needs are met in the field for all soldiers. Like his superior officer, Neperiel, Krelt has little patience for weakness. Knowing that most devils can regenerate, the only ones he expects his troops to encounter are those suffering from non-regenerating wounds that expect to go back into battle immediately. All others have a stipend of healing potions to which they have access each year (typically one potion of cure critical wounds per every two hit dice). Once this ration is used, the devil in question risks severe treatment at the hands of Krelt’s troops, if not demotion. Krelt respects Neperiel and Y’Zelrel. He considers them to be superb soldiers. He also considers them to be in his way, particularly Y’Zelrel. Due to his role, Krelt spends more time afield than Y’Zelrel which, he fears, makes it more difficult for him to retire Neperiel. Krelt, who used to find opportunities to eliminate Neperiel, has recently shifted his focus to his colleague instead. What he does not know is that Y’Zelrel has done the same. General Y’Zelrel (6th circle 25 HD pit fiend favored soul 7/hospitaler 10): As the Medical Liaison, Y’Zelrel oversees the deployment of platoon support to all Denominations except Espionage and Strategy; he is also responsible for the assignment of medical support to the generals of the Legions. Despite what some would think, Y’Zelrel does not play favorites in these assignments; indeed, those that have attempted to bribe him either found themselves being retired by their medical support or else under investigation by the Branch of Truth. Y’Zelrel is universally hated by the generals, although only a few are foolish enough not to respect him. Y’Zelrel also serves as the chief operations officer for the Medical Branch which requires that he work closely with Neperiel. Y’Zelrel likes his superior officer and considers Krelt to be an able soldier and colleague; he also likes both of their positions. Until recently, Y’Zelrel was searching for opportunities to retire Neperiel but has recently shifted gears to the more accessible Krelt. He hopes that by eliminating Combat Medical Officer he will reveal to those willing to support him that he would be a more effective leader than Neperiel. It is unclear how successful Y’Zelrel has been in recruiting co-conspirators so far. The Morale Branch of Indoctrination (Generals Destrom, Ignymiel, Sinhist) The Branch of Indoctrination is focused on the spiritual and/or mental (when dealing with half-fiends and mortal agents) well being of diabolical agents. They do everything within the strictures of Hell to impose the proper viewpoint from those that work towards the final victory of Perdition over The Abyss and eventually the entire Cosmos.
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The Branch of Indoctrination spends the bulk of its time spreading proper exposure on the values of Hell and one’s place in Perdition to the ranks of the Legions. This is not limited to the Nine Perditions as the responsibility of spreading accurate information on Hell often takes these devils beyond the confines of the Depths Below and into the Realms Above, between, and beyond into the Mortal Coil itself. The devils of Indoctrination spend their time writing Infernal Tracts. These tracts serve various functions; some are designed to question the value of righteousness and others seek to degrade the demonic while still others offer logical support for Hell’s position and eventual rise to power. Infernal Tracts are never placed haphazardly across Creation, but based upon research completed by Espionage, Immortal Diplomacy, and Mortal Relations; tracts are always written and placed to perpetuate a certain attitude relevant to the target location. Many tyrannical philosophies have sprung up without direct diabolical participation in the Mortal Coil due to the Tracts, while angels have been known to lead strike forces against demons after being exposed to Tracts if they are unaware of their origins. Most Tracts are not magical, making tracing difficult. Another aspect of Indoctrination is the focus on the diabolical soul, or “brainwashing” for want of a better word. All devils are required to undergo routine Indoctrination Evaluation. Devils typically do so once for every racial HD they possess in years; thus a hamatula would be evaluated once every 12 years and a cornugon would be evaluated once every 16 years. Most devils look forward to these sessions as they are reminded of their purpose. However, for some, these sessions are more invasive. When agents of evaluation suspect they may be dealing with potentially traitorous devils too valuable to lose, they immediately enroll such devils into more intense sessions. These devils undergo varying degrees of evaluation, some simple (for devils) discussions to reveal the logic of Hell’s hegemony; others are tortures more grotesque than those experienced anywhere else. Mortal agents of Hell are often taken by Indoctrination agents if they have already been swayed to Lawful Evil. Otherwise, Indoctrination never interferes with non-devils. Most of the troops serving in Indoctrination are kocrachons and osyluths, although there are smatterings of erinyes as well. Senior officers are mostly gelugons with pit fiends dominating the upper ranks. Most of these devils are highly advanced racially in their caste with few if any class levels; those with classes are usually Tract writer archivists, clerics, or loremasters. Tract writers often have high Bluff, Diplomacy, Forgery, and Knowledge (history) or Knowledge (religion) skills. Evaluators tend to have maxed out Bluff, Intimidate, and Sense Motive. Popular feats for both groups are Investigator and Persuasive. General Sinhist (7th circle 32 HD pit fiend cleric 6/ dread inquisitor 7): The Arch Indoctrinator, Sinhist is one of the older devils. Only the second devil to serve in his current role, Sinhist is patient, driven, and convinced of Hell’s superiority and eventual victory and cannot understand why there is a Blood War in the first place as a result. Sinhist spent a brief time in Strategy, Mortal Relations, and – upon transferring to Morale – in Truth. These experiences have made Sinhist the ideal senior general in the Branch of Indoctrination as he understands the importance of spreading the good news of Hell in a variety of areas for a variety of audiences. Sinhist runs his branch with an iron fist; he does not accept nay-sayers nor does he appreciate
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his decisions being questioned. Having gone through a number of immediate subordinates, he is relatively satisfied with Destrom and Ignymiel, who seem to understand that the only right way in Indoctrination is his way and his way is right because it is Hell’s way. Sinhist expects all of his troops to undergo regular evaluation and routinely asks Vhesage to investigate his senior officers. While he is not particularly paranoid, Sinhist fears that any small slip in adhering to the proper diabolical standard can have an adverse impact on the manner in which evaluations are completed. Indoctrination is the most zealous group of devils in the senior ranks as a result of Sinhist’s management. The only creatures Sinhist fears are the Dark Ministers (particularly Zimimar). He does not fear the Lords of the Nine; rather, he is in awe of them. General Destrom (6th circle 20 HD pit fiend virtuoso 10/warlock 10): High Indoctrinator Destrom is responsible for infernal tract writing. He works closely with the Denominations of Espionage, Immortal Diplomacy, and Mortal Relations as a result and himself regularly travels to areas deemed important for his troops’ works. Destrom sees himself as an artist of truth. He values the written word and the impact it can have. He loves to read, particularly religious texts. Unfortunately, Destrom is not the best writer; an excellent instructor, his passion has allowed him to find and train the most talented writers in Hell outside of the courts. Destrom has proven himself to be a team player and an excellent strategist, particularly when it comes to addressing mortal and angelic issues. It is possible that he will eventually be granted a transfer to Mortal Relations or even Immortal Diplomacy… That is if Sinhist allows it. The Arch Indoctrinator values Destrom highly and sees no reason why anyone would want to abandon Indoctrination unless the devil in question was a traitor. Zimimar is also not certain she wants to lose Destrom, although she suspects that a transfer to Mortal Relations may curry some favor from Furcas. General Ignymiel (6th circle 21 HD pit fiend psion 10/ shadowmind 10): As the Executive Officer of Indoctrination, Ignymiel oversees the assignment of evaluations and tends to the day-to-day spiritual health issues of the Legions of Hell. More visible than Sinhist, Ignymiel is not exactly feared, but most that encounter him do their best to reveal their dedication to Hell. Ignymiel personally tends to the evaluations of all 6th and 7th circle generals in Hell. He is committed to Hell so much, though, that he only uses the information he acquires against them if he feels they are a threat to Hell’s inevitable victory. In such cases, he turns names over to Vhesage. Ignymiel is the closest thing to a “caring” devil among the senior generals in the Legions. He seems genuinely interested in the health of his peers. The wise know that this interest is in ensuring that there are enough powerful devils available to lead Hell to dominance over Creation and that Ignymiel would not think twice if a single devil died in pursuit and achievement of this glorious end. Ignymiel works well with Sinhist and perceived Destrom to be a valuable peer, although a bit theatrical. Ignymiel has no interest in promotion as he believes that only he can do a proper job in his current position. The Morale Branch of Truth (Generals Ariyan, Gazra, Vhesage)
The troops of the Branch of Truth are those who watch the watchmen. They move with impunity throughout the Legions, arresting those who would betray Hell for their own selfish gains. They are fanatics of the highest order, completely dedicated to Hell and the perfection Perdition represents. They cannot be bargained with and are relentless in their pursuit for their version of truth. Any that would break the Law of Hell are subject to arrest. A devil slipping towards Chaos or Good, even in the slightest, is the worst kind of traitor. Typical punishments for these kinds of crime are consignment to the Lake of Fire in Phlegethos for indeterminate amounts of time or, for those who have truly spat in the face of Hell, being cast in the Pit of Darkness for all eternity to be devoured by whatever lies within. Lesser punishments are reserved for those who would waste Hell's resources, fail through incompetence, speak against their superiors, or disobey orders. Punishments for negligence of this sort tend to be anything from a reprimand (a severe beating that would easily kill even mid-level mortals) to loss of rank (which includes the reprimand) to demotion (all the way down to lemure status). While the police arrest and can punish for crimes like speaking against superiors and minor acts of theft, higher level crimes and those committed by gelugons and pit fiends are evaluated by the dread inquisitors for truth. Despite what most would expect, devils never punish for the sake of punishment and only create false evidence for those devils who have been marked by a Dark Minister. However, once a dread inquisitor is convinced of a devil’s guilt, only the direct intervention of a Dark Minister or Asmodeus (and possibly another Lord of the Nine) will sway the verdict. Most dread inquisitors hold the rank of majors and are usually pit fiends, while advocates hold the rank of lieutenant and are often erinyes, severely deteriorating a not guilty verdict for the accused. The dread inquisitors also assume responsibility for the care and treatment of any prisoners of war captured. “Question and Answer” sessions are common, although some commands are better known for their successful conversion attempts. Many a demon has withered into a lemure after repeated indoctrination sessions with a zealous agent of the Branch of Truth. While the military police and dread inquisitors work alongside generals, generals have no authority over them. Utterly independent, military police and dread inquisitors can initiate their own investigations and are under no compulsion to inform high ranking officials. Despite being zealots, both the police and inquisitors are still very aware of politics and typically keep generals to whom they are attached informed of most investigations and often lend their services to generals who request investigations. In return, the generals ensure that the police and inquisitors receive assistance and protection as needed. The distribution of police and inquisitors parallels that of medical. The typical military police grouping is a platoon serving the equivalent of a regiment, each squad being attached to the equivalent of a battalion. Typically a squad of inquisitors serves the equivalent of a brigade. While there are never military police serving as guards for a general, each 7th circle general has direct access to one 9th circle major dread inquisitor. Another section within the Branch of Truth are the infernal agents, those that spy upon the others. These moles are among the most detested devils in Hell as they report any and all infractions, from the most minor misstep or mispronunciation to the gravest of offenses. These
moles are often not full-fledged members of the branch and are often already in a position to observe their marks when they are approached to work for Morale. Most moles, upon completion of their services, are rewarded by being cast into the Lake of Fire; those that survive for a year and a day are immediately promoted (pit fiends are made generals and given a special commendation and recommendation to the Courtiers of Perdition) while those that do not survive were clearly traitors themselves. In any case, the true infernal agents work relatively closely with the Infernal Denomination of Espionage to gather information on double agents. Of the branches, that of Truth is unique in that it possesses direct ties to the Courts of Perdition, namely those of the Lords of the Nine. Through the Branch of Truth, all security details for the common locations throughout Hell are maintained. There are nine governors, although only three are accorded the rank of 8th circle generals. These three are the Overseers of Security and Truth in Hell; two supervise the military police for four layers, one is responsible for all inquisitors. Gazra maintains his offices in Abriymoch and manages security for Avernus, Dis, Minauros, and Phlegethos (particularly the Lake of Fire and Brimstone) while Ariyan is the governor of Tantlin and is charged with supervising Stygia (especially the River Styx), Malbolge, Maladomini, and Cania. Vhesage conducts her operations from Malsheem in Nessus although she has offices in each ducal city in Hell. Osyluths, kocrachons, and hamatula make up the bulk of the lower tiers of this branch. Pit fiends are nearly the only greater devil found among the upper officer ranks, with a few cornugons. The devils of the Branch of Truth, particularly the osyluths, often have higher than normal Constitution and Strength scores. In most cases, pit fiend traitors are only arrested by other pit fiends. Such conflicts are terrible as pit fiends who have chosen to betray Hell seldom go quietly into the night. Blackguards, rogues, and clerics are found here, as well as psions and wizards specializing in Divinations. Dread inquisitors are a variant of the church inquisitor (the detect evil ability is changed to discern lies at will, and the discern lies ability is changed to detect thoughts three times a day). General Ariyan (8th circle): See Chapter Five “Powers of the Pit” General Gazra (8th circle): See Chapter Five “Powers of the Pit” General Vhesage (8th circle): “Powers of the Pit”
See Chapter Five
Infernal Denomination of Mortal Relations (Dark Minister Furcas) Branches Controls and Contracts – ensures that diabolical/mortal obligations are met. Conversion – conducts the reeducation of mortals to the primacy of Hell. Mortal Contact – establishes working military relationships with mortals for mutual gain. Generals Controls and Contracts – Ecexrial, Hesmonondar, Phis-
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trec Conversion – Cra’Lingen, Gallus, Hebarlzel Mortal Contact – Damen, Surposis, Willum Of the many stereotypes with which devils are associated, the diabolical agents of the Infernal Denomination of Mortal Relations probably come the closest to meeting mortal expectations. And why not? After all, these are the devils with whom most mortals have the greatest contact. These are the devils whose exploits have been turned into fables, legends, and myths. These are the devils that most mortals denigrate and mock in order to make their fear of the darkness, oppression, and tyranny they represent seem foolish. And the devils would have it no other way. The idiotic, pitiful hopes of mortals only make it simply for the devils of Mortal Relations to achieve their goals: the damnation of as many mortal souls as possible. Within the Legions of Hell, the devils of Mortal Relations have a very ambivalent status in relation to their peers. On one hand, the devils of Mortal Relation do not see active combat with demons and other outsiders as frequently as their more militant peers. They do not risk entering enemy territory; they are not on the field of battle; they are not gathering information in hostile environments. Rather, they spend their time, to one degree or another, bothering with the little creatures that infest the Mortal Coil. Thus, some devils in other Denominations would like to think that those of Mortal Relations are soft and unable or unwilling to truly participate in the reeducation of The Abyss. The idea that even a small minority of Mortal Relations agents are even stymied, much less defeated, by mortals is ludicrous and worthy of nothing less than scorn. However, wiser devils know that the fate of the Depths Below is tied to what occurs on the Mortal Coil. At the base of Mortal Relations philosophy is the fact that Hell needs mortal souls. The damning of mortals to Hell is essential not just for ammunition but for combat. Still, this is of secondary importance to Mortal Relations. Research completed by Pearza’s Denomination strongly supports the notion that mortal beliefs not only empower divine beings, but also play a role in how ethical and moral attitudes reverberate across the Cosmos. Even the smallest mortal act can have profound implications across Creation, and this includes those mortals who unwittingly support The Abyss or the Gray Wastes by bowing to unrestrained or selfish Evil. Thus, the devils of Mortal Relations are involved in missions that do indeed have incredible relevance to the Blood War for mortals, whether they are aware of it or not, may eventually bring ruin or victory to the Legions of Hell. It is no surprise that many higher ranked devils are eager to serve within the Denomination of Mortal Relations, for their successes here will have long lasting repercussions that may not only expedite promotions, but may also increase access to the nobility of Hell. Mortal Relations works very closely with the other Denominations, particularly Espionage, Immortal Diplomacy, and Research. Mortal Relations relies heavily on the information gathered by the operatives of Espionage in order to not only determine when powerful mortals are involved in or working with demons, but also in determining how and if such mortals should be approached. As mentioned earlier, Research has supported many claims associated with the importance of mortals and has aided in the study of taking full advantage of mortal motivations. Of the Denominations, Mortal Relations works the closest with Immortal Diplomacy. The Denomination of Immortal Diplomacy often exchanges information with their Mortal breth-
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ren as they often time have to work out issues dealing with contracts that divine powers contest involving their mortal servants. It is not unusual for Mortal Relations to discontinue a mission at the behest of Immortal Relations when secret agreements are arranged; by the same token, Mortal Relations has often played an important role in the establishment of treaties between (usually evil) gods and Hell due to mortal contracts. The agents of Mortal Relations are a haughty group who have no doubts about the importance of their missions. They include among the most charismatic devils in Hell; indeed, only the devils of Immortal Diplomacy rival them in the number of soldiers who have been offered noble titles. The devils of the three Branches of this Denomination work extremely close with each other; indeed, it can easily appear to the uninformed that the lines of responsibility between the Branches are transparent. The truth is that Furcas expects all of his agents to be capable of fulfilling all tasks associated with the Denomination if the need arises; “cross-training” is par for the course in this Denomination. The generals of Mortal Relations work more like a board of master guildmen rather than as leaders within their respective branches. Still, if a problem arises with a particularly important contract, Furcas will turn to Ecexrial, Hesmonondar, and Phistrec to fix it rather than to the other six generals. Of the Legions, those of Mortal Relations probably work the closest with the nobles, particularly with the Dukes of Hell. Furcas routinely lends his services to Dukes as they scour the Mortal Coil; this has made for some interesting end results as the Dukes tend to be relatively slow going their goals compared to the more aggressive Mortal Relations agents. To date, Furcas has managed not to allow his bottom line to drop and his missions risked due to the interests of the Dukes. This is likely due to his own incredible influence and status in Hell as few Dukes would risk offending the greatest of the Dark Ministers… a fact of which most Mortal Relations agents are aware and never fail to use to their advantage. Recently, the senior generals of the Infernal Denomination of Mortal Relations have received very unusual orders from Minister Furcas. For the time being, all living mortals with whom agents do business must be offered an opportunity to physically enter Hell… and, if possible, legally left in Hell for as long as possible. Ideally, these mortals should be of goodly alignment. To date, Furcas has not deigned to clarify the rationale for these highly unusual orders, but the Mortal Contact Branch of the Denomination has excelled beyond the others in carrying out this order. Typical Infernal Denomination of Mortal Relations Units Squad: Squamugon (5), erinyes (4) Platoon: 9 squads with erinyes sergeant and erinyes 1st circle lieutenant Company: 9 platoons with erinyes master sergeant and pit fiend 1st circle major Battalion: 9 companies with erinyes sergeant major and pit fiend 9th circle major Controls and Contracts Branch of Mortal Relations (Generals Ecexrial, Hesmonondar, Phistrec) Often confused with the Conversion Branch of Mortal Relations, the Branch of Contracts offers another classic
devil stereotype. These devils are responsible for the formation and enforcement of infernal contracts with mortal souls. Those in charge of forming contracts often work with a member or squad of Conversion, assisting in various tasks until the time is ripe to broach an infernal bargain with those mortals deemed fit for such an “honor.” The agent of Contracts is responsible for deciding when and to whom a contract is offered including the establishment of terms. Contrary to popular belief, infernal contracts do not always require the soul of the mortal client in question. Services, slaves, magical aid…. all of these Hell is willing to take in exchange. On the other hand, so many mortals assume that a bargain with a devil must cost them their soul that the devils often gain that delight free of bargaining. Devils approach those in bad situations often due to the fact desperate are more willing to give up that which is of little use to their current situation. Many a demon lord has lamented their servants' faithlessness in this regard. Contractors are experts at reading what a target wants and offering just a little less of something unpleasant or more of something perceived as good. They also do not always seek to twist the deal against the mortal; as often as not, such behavior (another diabolical stereotype) is done as part of a larger operation. On the other hand, contractors do seek to make sure their gifts are obtained and used in a manner that ultimately benefits Hell. And so one man who wishes for gold may find it given to him as an inheritance from a hated family member; another may find that it is found in the bloody hands of a traitorous protégé; still another may find it is just given to him in a money pouch, free of any violence or bloodshed. Each contract is fulfilled in a manner befitting the client (often for some time) and contractor. Contractors are not above creating the situations where a contract may look like the ideal answer. Many times the contractor will spend years undermining the life of their target before approaching them with the bargain. In such cases, the contracting devil will never resort to direct violence itself, usually relying on the animosity and oppressive nature of other mortals that it simply “nudges” along in the right direction to eventually properly impact the life of the client-to-be. If violence occurs, the devil is never directly responsible for it and the contract, if it is ever called into question, cannot be deemed illegal as a result of improper diabolical tampering. In any event, contracts written due to the manipulations of a devil rarely require great effort on the part of said devil in living up to since the devil itself knows the ins and outs of the situation. Those who enforce contracts make up a smaller but vitally important corps within the branch. These devils are the ones who evaluate any breach of contract, on either the devils' or the mortals' end. Again, while the stereotype suggests that the devils simply twist their bargains and words against the mortal, this is not always the case. Many mortals have successfully argued their case before a panel of judges (in the literal and figurative sense) with the results ending in their favor. Devils found breaching their contracts are always punished and demoted, usually on the spot in front of the mortal they wronged. The honor of Hell is always upheld. Of course, this means that it is very rare indeed to find a case where the devil is knowingly and purposefully violating the contract. Minister Furcas' policies and promotions benefit the team – not the individual – who captures a mortal heart or soul. To the team who loses a mortal soul, Furcas admits
difficulty in expressing his disappointment. He turns them over to Zimimar promptly for her to do so. Thus the branches under him work together with more cooperative attitudes than found elsewhere in the Ministry, save perhaps those of Immortal Diplomacy. Diplomacy and Sense Motive are of course the most vital skills to a contractor. Bluff, Disguise, and Intimidate are important as well. Knowledge (local) or Profession (legal) are typically maxed in rank as well. Remaining skill points are usually spent along the lines of Appraise, Decipher Script, Forgery, Spot and other general awareness type skills. Contractors are formed from the ranks of squamugon and erinyes, with gelugon and pit fiend officers. New pit fiends often hold very low ranks within the branch. The enforcers, almost entirely high ranking officers and their staffs, are composed almost solely of erinyes. The erinyes in this branch are among the most powerful in the Ministry (only Glasya’s Elite wield more political clout) and often command pit fiends themselves. In any event, the erinyes in this branch are often promoted directly to pit fiends after centuries of service while squamugons are promoted directly to erinyes. General Ecexrial (7th circle, Order of the Bleeding Blade, 37 HD pit fiend, evangelist 5/fiend of corruption 3): General Ecexrial is imposing even among pit fiends, rivaling the vicious Nessian pit fiends in his size and demeanor. Prior to the Dies Irae and the establishment of the Dark Ministry, Ecexrial spent a lot of time in the Mortal Coil, effortlessly tempting and gaining the souls of countless mortals. Although most were damned to Hell, a fair number of the more powerful were consumed by Ecexrial who loved to reveal to them how, despite their thoughts to the contrary, he was well within his rights to destroy them utterly due to the contract they signed. He grew powerful on these souls, so much so that it is possible that he would have been among the pit fiends selected to become Dark Ministers. Alas, he was traveling the Cosmos when Asmodeus created the august group, a situation Ecexrial laments to this day. Fortunately for him, word of his successes made Furcas call on him to serve as the head of Controls and Contracts, an assignment that was clearly a no-brainer. Ecexrial exhibits a noble certainty and chooses his words carefully. In his dealings with others, both subordinates and his peers, Ecexrial makes his talents clear; he also makes it clear that others will never achieve his greatness. While he is not a numbers cruncher, Ecexrial knows that he has a quota to meet and cannot afford for those that work below him to fail to pull their fair share. Thus, Ecexrial works very closely with the senior staff of Mortal Relations and often trains those with the most promise in order to increase his bottom-line. Ecexrial has worked with Furcas longer than any of the other generals save Gallus; he has the utmost respect for the Dark Minister and, after centuries of observing him, has decided it is not worth the risk in retiring him. Ecexrial is willing to wait Furcas out as he suspects that the Dark Minister will soon be called into the Courtiers of Perdition. If this occurs, Ecexrial is certain he will take Furcas’ place. He views the other generals as talented children, although he shares a mutual disapproval with Gallus. Furcas is considering Ecexrial as his most likely replacement among the Dark Ministers. General Hesmonondar (6th circle 22 HD pit fiend, geometer 5/wizard 12): The precise Hesmonondar com-
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plements the more personable Ecexrial well. As the Master Writer of Contracts, Hesmonondar makes sure that every contract meets the needs of Hell before it is signed by any involved parties. He oversees the assessment of risk associated with every new contract as well. In a sense, Hesmonondar is the brain of the Branch of Controls and Contracts while Ecexrial is the soul. The problem, as Hesmonondar sees it, is that Ecexrial is a withered soul who does not truly appreciate the intricacies of contract creation. The Master Writer fears that the nominal head of Controls and Contracts is blinded by his own past successes rather than the reality of the present in which mortals are far more aware of what they have to lose and better prepared to contest the efficacy of written contracts. Thus, while the two generals do not get into arguments with each other, Hesmonondar’s frustration with Ecexrial (who is largely oblivious to the younger pit fiend’s concerns) is obvious. So far, no one has thought to test the Master Writer’s interest in retiring Ecexrial, but it is only a matter of time. Within his Denomination, Hesmonondar is a fair leader and motivator (which means that he is one of the most charismatic devils in Hell); little liked by the ranking officers, the Master Writer never hesitates to flex his authority. He hopes to eventually be transferred to Promotion or Research. General Phistrec (6th circle 23 HD pit fiend, bloodhound 10/ consecrated harrier 10): Often referred to as the Taloned Hand, General Phistrec oversees the enforcement of signed contracts. Blunt, confrontational, and a brilliant debater, Phistrec does every and anything to ensure that all parties that signed a contract fulfill their obligations. He oversees the devils that provide the benefits outlined in the contract and he is the one that issues the collection of fees from mortals. As a result, he often serves as an unofficial bounty hunter and liaison between the Denomination of Mortal Relations and the Denomination of Immortal Diplomacy when mortals seek out divine intervention to avoid whatever obligation they said they would meet upon signing a diabolical contract. Still, Phistrec is fair: he always seeks to meet the letter, but never the spirit, of the rules and laws as defined by a contract. His relentless nature does not stop with mortals as Phistrec drives his subordinates to do their jobs without failure. Phistrec respects Ecexrial, but perceives him as an arrogant blow-hard; he works closely with Hesmonondar out of necessity and as efficiently as possible as he finds his peer to be somewhat pathetic. Conversion Branch of Mortal Relations (Generals Cra’Lingen, Gallus, Hebarlzel) The Mortal Branch of Conversion includes the devils that most interact with the Mortal Coil; indeed, it is safe to say that virtually every being knows of these devils and their… interests. These soldiers move through the Mortal Coil, turning the hearts of men to vice. The Branch of Conversion shares similarities with the Court of Dis, but it is a military organization rather than a commercial one. As such, the activities of this Branch are approached in the form of missions rather than mergers. Furcas' troops have a deadline to meet, and that instills a sense of urgency in their activities (not to be confused with haste; the Branch of Conversion knows that some things can not be rushed). As such, the operatives of Conversion can not employ millennia long schemes to bring a kingdom
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to the worship of Hell. They think in terms of years and decades rather than centuries. Conversion, contrary to popular mortal wishful thinking, rarely involves torrid sexual affair with erinyes (most are likely confusing “torrid affairs” with demonic succubi). While sex is a tool and one that can be used without compunction, the Branch of Conversion finds that simple talk in the tavern or town square yields more promising results. The souls that are converted to Lawful Evil through the work of Conversion often do not have strict contracts or benefits; that is the work of the Branch of Controls and Contracts. While the best known goal of Conversion is turning mortal souls to Lawful Evil, their lesser known goal is just as important: turning souls away from Chaotic Evil. In order to weaken the grasps of the hordes of The Abyss from the Mortal Coil, the devils within Conversion do anything within their power to tempt Chaotic Evil souls away from their ethical stance. Some even go to the point of luring the soul in question away from Evil if it becomes apparent that Law will not win out. The soldiers tasked with this mission employ a number of options against Chaotic Evil. One, they seek to establish Law as supreme in a mortal region. They provide the means and rhetoric to cause strong and unyielding law to take root in the hearts of the people. This causes those of a chaotic disposition to come under oppression from their mortal brethren. Two, they stir up local churches, dogooders, and the like to take the fight to Chaotic Evil's doorstep. Red dragons slain, demonic agents rooted out of their hosts, and marauding bandits slain or clapped in irons. All this often occurs due to the influence of the soldiers of Hell rather than the forces of Realms Above. Finally, they approach the stubborn and open the door for a Contractor to seal the deal. Many selfish people neglect the consequences of signing an infernal contract, and in their haste, the Chaotic Evil are bound toward Hell instead of The Abyss. Squamugon and erinyes make up nearly the entirety of the non-commissioned soldiers of this branch. Imps and spinagon serve similar capacities to lemures of the more militant Denominations, that of ammunition. They are enslaved to potential converts, used as gifts, familiars, and other general purposes. Obedience and distinguished service in this capacity can often mean promotion though, so the diminutive fiends rarely complain too loudly. There are some erinyes and gelugon officers, but the bulk are new pit fiends. Within this branch, one can find some of the lowest ranking pit fiends in the entire Ministry. This branch serves as a sort of testing ground for the pit fiends, ensuring they are as subtle as they are brutal. It is not unheard of for pit fiends of the Branch of Conversion to be placed under the command of a gelugon, or in some cases, an experienced erinyes. The humiliation they tolerate here wipes away any lingering weakness before they are released into the rest of the Ministry as strong and crafty leaders. Many of the erinyes within this Branch possess class levels, as do a fair number of gelugons and the higher ranking pit fiends. Sorcerers and wizards with magic developed along the lines of Divination, Enchantment, and Illusion are most common, with rogues making up most of the remainder. Fiends of blasphemy and fiends of corruption can also be found in abundance here. The skills Bluff, Diplomacy, Intimidate, and Sense Motive are the high priorities among this branch. Secondary skills include Disguise, Forgery, Gather Information, Knowledge (local) and any others that help their mission.
Handle Animal seems to be a common choice due to the sometimes supernatural sense animals can display about detecting fiends in mortal form. General Gallus (7th circle 31 HD pit fiend, cleric 9/ high proselytizer 5): Spiteful, vindictive, and brilliant, General Gallus is the Chief Administrator for the Conversion Branch of Mortal Relations. As flexible as he is cruel, Gallus manages various means to cause more and more mortals to yield to the temptations of Hell. Whether it is the establishment of a new religious organization, the promise of greater authority and control over a town, or the guarantee of wealth and prosperity for a guild, Gallus uses any and all opportunities to entice mortal greed, oppression, and tyranny. Gallus has historically been extremely successful in his management of Conversion and has served as a senior general almost as long as Ecexrial; however, his successes are not as broad as those of his peer and this is due to his inability to avoid confrontation with those who have wronged or challenged him… particularly demons and powerful mortals. Gallus routinely accepts reports from Cra’Lingen from the other Denominations on demonic incursions in the Mortal Coil and goes out his way to establish counter incursions in the same areas. In the past, Gallus was at least somewhat subtle in his machinations, but now he extremely confrontational, a fact that has caused an extremely small percentage of his operations to fail. He has even ignored overtures from the Denomination of Immortal Diplomacy to allow angelic or even axiomatic alternatives, believing that allowing such compromises only weakens Hell’s position. Indeed, it is Gallus who cost Furcas the most recent opportunity take a specific mortal soul from the Demon Prince of Shadows, Graz’zt. Furcas has grown tired of Gallus’ foolishness and is contemplating retiring or at the very least transferring the general. For the time being, Gallus stands as the second most influential devil in the Denomination of Mortal Relations after Ecexrial, whom he strongly dislikes and views as rival (so much so that only his busy schedule has stopped Gallus from actively seeking to remove him). His immediate subordinates, Cra’Lingen and Hebarlzel, are viewed with suspicion, but he has found their work satisfactory. Gallus dislikes Furcas, but knows that the Dark Minister is too well placed to challenge. General Cra’Lingen (6th circle 24 HD pit fiend, exemplar 9/fiend of blasphemy 6): As the Chief Liaison of Mortal Contact, Cra’Lingen works closely with Phistrec, Damen, the various liaisons of the other Denomination, and the Courtiers of Perdition in all matters related to the conversion of mortals to the cause of Hell. He oversees the quota of conscripts (mortals that are damned to Hell and turned into lemures) and non-commissioned mortals (those mortals who either go into Hell alive or else are considered more valuable with most of their original selves intact after death), which makes him work relatively closely with Dagos’ chief administrator, Retya. He also gathers information from the Branch of Espionage of demonic influences in the material plane which he reports to Gallus. Finally, Cra’Lingen works with Hesmonondar to ensure that all contracts are designed properly in the event that they are used. In recent years (and in part based upon his relatively frequent time in field), Cra’Lingen has taken the position that the Conversion Branch is better off taking advantage of mortals’ obsessive need to worship virtually anything in order to meet quotas. As such, he advocates the use of false churches, ties with the Courtiers of Perdi-
tion, and even the worship of Lawful gods and outsiders in order to curtail demonic worship (which has grown in popularity in mortal realms). This stance has put him at odds with Gallus, although the latter does not know how strongly Cra’Lingen disagrees with his position. Cra’Lingen is slowly stoking the fires of the Branch to ensure that if he elects to retire Gallus that he will receive support to replace him. So far, Cra’Lingen seems to have the general support of the newer pit fiend officers, erinyes, gelugons, and even the few mortal operatives and halffiends while the older prefer Hebarlzel, who likewise seeks to take advantage of Gallus’ recent failures. Fortunately for Cra’Lingen, Hebarlzel is unaware of his intentions, which has given him room to maneuver around the more established pit fiend. For the most part, Cra’Lingen works as well with those beyond his Branch as with those within; this alone makes him the most likely candidate for a promotion should Gallus retire so far as Furcas is concerned. General Hebarlzel (6th circle 33 HD pit fiend, rogue 10): The Operating Officer of Conversion, Hebarlzel manages the day-to-day activities of the Branch. Training, distribution of units, and discipline fall under his responsibilities. Having served longer than Cra’Lingen, he is highly regarded by the older pit fiend generals, but – having not spent much time in the field for the past few centuries – he has not gained the respect of younger pit fiends nor the erinyes or gelugon commanders. He is viewed as a by-the-book devil, something that may be beneficial in other Denominations, but of little use in Conversion. Hebarlzel sees Cra’Lingen as too flexible, too loose in his style and, therefore, a threat to the status quo of Conversion. One would think this means that Hebarlzel supports Gallus; such is not the case. While Hebarlzel general agrees with Gallus’ positions, he also knows that the old devil has failed in his activities in recent years. Hebarlzel could not care less about what has led to the failures, but knows a lame-duck when he sees one and now hopes to take advantage of it. The longer served pit fiends, a minority in Conversion, have flocked to support Hebarlzel. What the Operating Officer does not know is that Cra’Lingen has broad support at the lower levels of the officer ranks and into the Mortal Coil; more importantly, Furcas himself prefers Cra’Lingen and this alone likely means that Hebarlzel’s old school intrigue will afford him little. Mortal Contact Branch of Mortal Relations (Generals Damen, Surposis, Willum) Hell's interests lie with the living Mortal Coil as much as it does with the souls of those who pass from it. The actions of dwarves, elves, sapiens, and others carry a reflection in the Realms Beyond that can mean the difference between victory and destruction for Hell. The Mortal Contact Branch of Mortal Relations, also known as the shepherds, sees to it that these reflections mean victory. Mortal Contact is concerned with large scale events involving mortals and the influence of other spirits. On each world, these agents work undercover for centuries to counter the actions of angelic and demonic forces and keep humenity on a course complimentary to Hell's aims. A squad of soldiers takes responsibility for a population group numbering roughly one hundred thousand individuals. Embedding themselves in the society, they have nine years to evaluate (if in a new territory) or nine months to acclimate (if taking over the mission for an established
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group). Either way, once this grace period is over, the devils begin to enact far reaching plans that will allow them both easy access to mortal favors and the progression of a culture and eventually a society pleasing to Hell. During time of war, these soldiers make use of their favors in order to aid the fighting troops as much as possible. True names of demons are slipped to those who would make use of them, removing key individuals from the enemy forces at inopportune moments. Adventurers are given access to quests that will damage Chaotic Evil from a long term view. Demonslaying organizations are founded and equipped. All for the purpose of Hell's ultimate benefit and can easily be adapted to address angelic and other spiritual threats. Mortal Contact also provides an established source of information for the other two branches of Mortal Relations. Conversion and Contracts both find easy pickings among the population of a well maintained group under the Shepherds watch. Key individuals and groups are already prepared for the more overt work of the Conversion. Shepherds often possess class levels, with cleric and rogue being some of the most popular. Divine agent, divine emissary, evangelist, exemplar, and spymaster are also abundant. Diplomacy, Disguise, and Knowledge (local) are the most important skills of the shepherds. Handle Animal, Knowledge (history), Knowledge (nobility and royalty), Knowledge (religion), Perform (oratory), and Sense Motive are secondary in importance. A shepherd must not only be able to guide people, but also walk among them unnoticed. Shepherds include spinagons, erinyes, gelugons, and pit fiends. Imps are utilized as well, but less than the true devil spinagons. Again, common only to this Denomination, fresh pit fiends can be found in low ranked positions. They are frequently field commanders for shepherds' missions, usually overseeing a territory the size of a continent or overly populous country. General Surposis (7th circle, Order of the Bleeding Blade, 32 HD pit fiend, epic infiltrator 8/evangelist 5): General Surposis is a bloated pit fiend with no doubts about his status and his right to command. Having served for a great deal of time in Strategy, Surposis has seen countless battles and won the majority in which he was involved. He also saw time as an operative in Espionage. His transition to Mortal Relations was made in part due to his frequent use and subversion of mortals during campaigns and his ability to meld into almost any environment without being detected. Now as the head of Mortal Contact, Surposis enjoys the opportunity to preach the gospel of Hell in an environment where real advances can be made. Surposis directly commands the Shepherds and oversees each world in which Hell has a stake. He despises direct contact, believing that to be the province of Conversion, and believes that his forces should never reveal their true natures. Surposis is too arrogant to view the other senior generals of Mortal Relations as threats to his station and fully expects to eventually become a Dark Minister, although he has his eyes set on Immortal Diplomacy. While he will continue to give Willum free rein so long as he continues to be successful, he is somewhat perturbed by Furcas’ decision to promote Damen. As such, Surposis never fails to remind Damen that he is but a subordinate in the branch. Surposis does not worry that Damen will ever manipulate the information he shares in order to make Surposis’ operatives successful as Surposis has made it
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very clear that if he is brought down due to shoddy information, Damen will brought down as well. General Damen (7th circle 27 HD pit fiend, rogue 10/ sorcerer 6): Damen serves as the communications liaison for Mortal Contacts and, in a sense, is the most important liaison within the entire Denomination. He oversees the placement of diabolical agents across a mortal world, which in turn means that his office is involved with the incursions of Controls and Contracts and Conversion. This authority allows him to wield the rank of 7th circle general although he is still technically subservient to Surposis, the fact of which that the latter never fails to remind Damen. Damen grates under Surposis dominance, but until Furcas decides to release Damen from the current situation, there is nothing he can do about it. Damen routinely meets with Cra’Lingen and Phistrec in order to maintain the overarching goals of Mortal Contact. Although neither especially likes Damen, they recognize that he knows what he is doing and that he is interested in the hegemony of Hell. Damen has no serious issues with Willum or most of the other generals (he has no love for Gallus and avoids Ecexrial as much as possible), but is frustrated with the fact that he seems incapable of truly exercising his higher rank. Damen’s rise in status over the years has been through discrediting others rather than removing them as he fears what would occur if he failed. Damen does not know that this is what has stalled him. He bitterly resents Furcas for this insult and, of the all the generals, despises the Minster the most, an irony considering that Damen is an extremely competent leader. Furcas simply wants to see how much Damen wants to lead and, if the latter proves that he is willing to attempt to retire another general (save himself of course), he will grant him authority commensurate with his rank. General Willum (6th circle 24 HD pit fiend, fiend of corruption 6/mindbender 10): Willum is a long-time general within the Denomination of Mortal Relations and a successful one. Willum takes pleasure in interacting directly with mortals and, of all the high ranking generals in the Denomination, deals with mortals the most frequently. As the head of Counter Chaos of Mortal Contacts, Willum’s responsibilities overlap with those of the other branches. He is kept informed of all Conversion attempts to make sure that he has a good pool of mortals from which to draw for attacks against demons. He has to deal closely with Controls and Contracts as his division drafts a large number of contracts. Interestingly, he rarely deals with the Courtiers of Perdition as his interest lie in using mortals to address Blood War matters, not just for the purpose of turning them to Lawful Evil. Willum receives updates and reports from Damen and, on occasion, directly from the devils of Espionage in the field. While he assigns his staff to contact most mortals traveling or intent on traveling to the Realms Beyond, Willum prefers to deal with the more powerful mortals (at least 18th level ECL). He often meets in neutral territory and is one of the few spirits of his status actually allowed to travel Sigil, when the bulk of his appointments are scheduled in a bar called the Grinning Imp. Willum has a cynical and ironic sense of humor and gets along remarkably well with mortals. He goes out of his way to conceal his true nature, often wearing magic items to resist divinations. His preference is to work with neutral or goodly mortals; on the one hand, he knows that such mortals will eagerly do all they can to defeat demons while on the other hand he knows that the more they deal
with him, the steeper the decent into Perdition their fall will be. He is generally fair in his dealings, although he is a stickler for the letter of the law. Willum seems uninterested in greater promotion opportunities in the Legions; he is fairly content with his position and sees no reason to seek out additional responsibilities. Wise devils know better than to assume that Willum is a weak-willed fool as he is extremely jealous of his status. He works relatively well with Damen and Surposis and considers the other generals of Mortal Relations worth-while peers, although he does his best to avoid their intrigue. He is relatively well-respected by the Denomination of Espionage.
Infernal Denomination of Promotion (Dark Minister Zaebos) Branches Communications – relays messages from one commander or unit to another, keeping all troops aware of their responsibilities and the battle situation. Evaluation – monitors high level officers to determine those fit for promotion. Logistics – keeps records of all activity and ammunition expenditures. Generals Communications – Agthaniel, Kreptoth, Quilpeth Evaluation – Braalthibet, Jezerrik, Vendrin Logistics – Grogoris, Lamprist, Tarpelial Those beyond Hell rarely consider the degree to which the devils seek to quantify everything they do. This desire permeates every aspect of existence in Hell, including the Blood War. It falls upon the devils of the Infernal Denomination of Promotion to capture the value and expense of Hell’s part in this conflict. Although most think of the Infernal Denomination of Promotion as only evaluating devils in their service to Hell, the agents of this aspect of the Ministry are interested in maintaining streamlined interactions between the various Denominations and the efficiency of the armies as a whole. Thus, while Supply generates and distributes material orders and Research creates magical devices, Promotion oversees both Denominations to make sure that nothing is wasted as they pursue their tasks. While Morale ensures that devils adhere to the soul of the Ministry, Promotions ensures that devils commit to its physical intent. Promotion has the distinction of having some of the least ethical devils in the Ministry, something of an irony considering their role. What is odd with Promotion is that while these devils would never offer strong recommendations to an unworthy devil, they are not above bribery when forced to make a decision between relatively equal devils (something that happens extremely often). This sort of thing is rampant across the Denomination and, since Morale only gets involved with Promotion decisions if it is apparent that the inappropriate decision was made, little has been done to address this seeming inequity. So far as the devils are concerned, sometimes additional effort on the part of promotion candidates is necessary in order for the proper final decision to be made. Most Promotion agents are very cautious, though, in taking gifts; they do not display their wealth and they are extremely subtle about suggesting bribes. The devil that blatantly offers a promotion official a bribe is certain to end up in the White Book, his name slashed from promotion opportunities for
centuries, if not forever at best; at worst, such devils may receive a visit from the Denomination of Morale. In addition to recommendations for promotion and demotion, the devils of this Denomination oversee communication efforts between the branches. The various liaisons from the different Denominations often meet with the communication heads in order to ensure that all essential information is available to the movers and shakers in the Ministry. Logistics also works as a check to Supply, overseeing the proper distribution of all wares across the Ministry. While it is one of the more influential factions of the Legions of Hell, the Denomination of Promotions is universally despised by most devils. There is not a single Denomination that strives to work closely with Promotions although all must to one degree or another. The two Denominations most closely attached to Promotions are Morale and Supply. Supply units often work very closely with Promotion units in the distribution of wares. There are plenty of pay offs from Supply colonels and generals to reduce Promotion agent interests in their books; in recent centuries as new pit fiends have risen in both areas, these pay offs have increased substantially, creating greater tensions and even blatant assassination attempts. Morale must also work closely with Promotions due to the latter’s heavily involvement in the regular assessment of devil productivity. If a Promotions agent suspects that a devil is stealing from the Ministry to a degree that is detrimental to the war effort (and this degree changes from devil to devil), the perpetrator is reported to Morale. It is not uncommon for Promotion to have to answer to Morale concerns of impropriety, though, which has made for many stiff interactions between operatives of the two Denominations. Minister Zaebos has recently become an extremely highly regarded general in the Dark Ministry. He is slowly eradicating the bribery rampant in the Denomination by eliminating devils that have served for over a thousand years (either seeing to their retirement, transferring them to the front lines of Strategy, or setting them up with the military police in Morale). He hopes to clean out the vice within the next three hundred years. His relatively recent adjustments to the promotions of greater devils has placed more focus on his words and interests than ever before as he and his senior staff now have greater opportunity to observe up and coming officers. In particular, gelugons and pit fiends have seen expectations to their castes adjusted due to Zaebos’ new promotion philosophy. Some of the most productive pit fiends have been promoted in the past few centuries, most of them in the 1st or 2nd circle general ranks, although there are smatterings of 6th and even 7th circle generals who have benefited from Zaebos’ new paradigm. So far, most of these devils have not accorded the Minister of Promotions any additional consideration in their duties, but a small number suspect that Zaebos is positioning himself to become the dominant Minister in Hell. What these devils do not know is that Minister Zimimar of Morale has planted spies throughout Promotion to determine Zaebos’ ultimate goal. Once her operatives complete their evaluations, it is possible that the Ministry of Promotions will experience significant changes. The Promotional Branch of Communications (Generals Agthaniel, Kreptoth, Quilpeth) The Branch of Communications is responsible for keeping all commanders in touch with the overarching battle
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picture so that they may make informed decisions regarding their missions. All 1st circle generals have at least a platoon of communications specialists under their direct command. The different members of the platoon are usually divided up as the general sees fit, although most assign them among direct subordinates. Some generals prefer a broad efficient breakdown, with each specialist serving as a messenger between him and several subordinates while others have “favored” underlings who rate as a personal messenger. Still others, particularly those in the Infernal Denominations of Espionage and Strategy, attach the bulk of the platoon to junior officers, so that direct battlefield communication is possible where it is most needed. Communicators are typically spinagon. They use their greater teleport to relay messages almost instantaneously between those they serve. Aside from spinagon, lesser devils that are being punished sometimes are transferred to the position of message relay, similar to those transferred to Supply. Nothing is more demeaning for a devil than being used as an imp. Other methods of communication include magical devices such as rings or gems that allow one to telepathically communicate with another person possessing a linked device. These devices are more costly than simple spinagon abuse, and have a major disadvantage, at least from Zaebos’ point of view. They do not allow any third parties to observe the information being passed. All of the communicators in the Ministry know they may be called upon at any time to give testimony to Zaebos over what information they have. Zaebos has been quite lenient in allowing the Denomination of Morale to keep eyes on this branch. Those foolish devils who attempt to betray Hell with their information are caught regularly enough to keep such occurrences down. Those who draw the Minister's ire are often turned into scapegoats for crimes of this sort if he feels there have not been enough in the past to remain vivid in his troops' memories. Therefore, communication devices are extremely rare, and usually only found within higher ranking commanders’ hands. Higher ranking communicators are wizards or sorcerers, typically erinyes and osyluths, who make use of such spells as sending in addition to greater teleport. The most common officers are cornugons followed by gelugons. General Quilpeth (7th circle 29 HD pit fiend agent retriever 10/sorcerer 1/spymaster): General Quilpeth is the Chief Communications Officer of the Ministry, a position he loathes. In the distant past, Quilpeth was high ranked, very active officer in Espionage, working as a spy in Sigil. Despite years of flawless service, Quilpeth got himself involved in a conspiracy involving the marquis half-demon, Rule-Of-Three, and the angel, Unity-OfRings, that resulted in an embarrassing and catastrophic loss to the forces of Hell in the Mortal Coil known as the Calamity of the Laws. While Quilpeth was able to shift most of the blame to the rest of his unit (who were all demoted at least one caste), Corin knew better. Rather than demote Quilpeth as well, he made arrangements with Zaebos to transfer the cause of the debacle to one of the most under appreciated commands in the Ministry: Communications. Here, Quilpeth has served since, his former station taken by the previous 7th circle general of the communicators. Now, Quilpeth strives to bring some modicum of excitement to his dull work. He is the one behind the proliferation of communication devices and, due to his past success in Espionage, has managed to conceal all signs of
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his involvement. He now spends his time following after rumors and appearances of these devices, turning down offers of assistance from Morale. So far, no one suspects his culpability as Corin, Zaebos, nor Zimimar think Quilpeth is capable of causing trouble. Recently, however, Quilpeth learned that one of the devices he sent out was taken up by agents of the demon prince, Apollyon. He is hoping that the device’s safe return and the destruction of the demon will allow him to regain his former stature. General Agthaniel (6th circle 28 HD pit fiend fighter 6/rogue 5): The Executive Officer of Communication, Agthaniel also serves as the chief liaison to the various Denominations, ensuring that their communication needs are met. Lacking the ingenuity and creativity his superior officer possesses, Agthaniel is content in his duties and performs them well. He does not care that he is considered a fool by all other senior generals in the Dark Ministry as he knows that if he were so inclined, he could route much of the chatter that sweeps across the Legions and use it to his own advantage. Instead, Agthaniel pours over contracts, documents, and files to keep himself busy. The recent situation with the communication devices has caused Agthaniel more work than he would prefer and he wholeheartedly supports Zaebos’ fierce reprisals for any devil caught with one. He does find Quilpeth’s excitement over the situation interesting, although he has no reason to suspect anything untoward regarding his leader’s behavior. He oddly does not find himself threatened by the more capable and dedicated Kreptoth, who has recently started to pull minor duties Agthaniel used to oversee to his control. Zaebos finds Agthaniel to be an ancient throwback to previous, non-seeded “Zaeboses,” but wants to see how long the pit fiend can avoid retirement… something he has managed for an inordinately long period of time. General Kreptoth (6th circle 24HD cleric 3/dread inquisitor 3/void disciple 13): Kreptoth is the Chief Operating Officer of Communication and tends to the day-today business of the branch. He is a recent promotion, having served for a time in Morale and Strategy. Upon his promotion to 6th circle general, he requested a transfer to Communication for all the right reasons so far as Zaebos was able to discern. Kreptoth plans on consolidating Communication into a hub of information gathering that will allow the branch to assume greater assessment possibilities for promotion and demotion decisions. What Zaebos does not know is that Kreptoth was asked by Zimimar to take the position in order to spy upon Zaebos and learn more about the Minister of Promotions. Kreptoth, having only served a century thus far, has already slowly stripped some of Agthaniel’s authority and is consolidating the roles of the communicators attached to other Denominations. So far, he has not had the opportunity observe Zaebos as much as he would like, but has grown suspicious of Quilpeth, his nominal superior officer. Aware of the Chief Communications Officer’s past, Kreptoth treats Quilpeth with scorn and has been surprised to see that the latter is too distracted with the communication device issues to take note. Kreptoth is considering investigating Quilpeth and hopes that his discoveries will lead him to a promotion that will put him even closer to Zaebos. The Promotional Branch of Evaluation (Generals Braalthibet, Jezerrik, Vendrin) The Branch of Evaluation works directly alongside
commanders. They are usually the junior-most officers in the command group, but given a great deal of respect. Their words can dictate a devil's future prospects, and no devil is fool enough to tempt fate by antagonizing them. On the other hand, giving them too much favor is seen as an attempt to bribe, which can be just as devastating. Evaluators are found in every brigade level command, and often in regimental and battalion command groups as well. Due to Zaebos' new policy of internal promotions, most of these lesser units are being folded into larger ones, or disbanded and transferred elsewhere in the Legions. The evaluators are highly trained in observation. They are also extremely ethical and honest when it comes to their duties not so much out of respect for their responsibilities but for their dedication to Hell… And the promise of the most horrific punishments if they recommend the promotion of someone unfit for the opportunity. The evaluators offer suggestions for promotion of lesser devils but their opinions do not have to be entertained. Conversely, evaluators are often called upon to relay their observations of junior and senior commanders before Zaebos and, on occasion, before the entire Dark Ministry coven. Surprisingly, there is a relatively low retirement rate among the evaluators. The Dark Ministers frown upon the elimination of the devils that have such an important impact on the promotion of fit leaders and Zimimar has been known to arrest entire regiments if an evaluator met a mysterious end. It takes a lot, then, for a disenfranchised devil to attack an evaluator; when this occurs, the devil ensures that the evaluator is not killed but trapped somewhere for all eternity or, better yet, proven to have taken bribes. Many evaluators are erinyes and osyluths. Among the officers, there are few that are not pit fiends. Skills needed for this branch include Appraise, Diplomacy, Gather Information and Spot. Attention to detail is a must. General Braalthibet (7th circle, Order of the Bleeding Blade, 31 HD pit fiend, monk 9/survivor 5 ): Braalthibet is one of the most hated pit fiends in the Legions. A long time general in Evaluation, he has survived more retirement parties than any other Chief Evaluator. Braalthibet is an ethical, but incredibly cruel pit fiend. As the penultimate authority on promotions and the devil responsible for pit fiend promotion and demotion decisions, he does not tolerate any slips or failures. A single blight on a record over a 1000 year period and Braalthibet will not recommend a promotion within the caste and will certainly not entertain gelugons or the rare erinyes seeking entry into the caste. The nature of his job requires that Braalthibet be surrounded by five squads of double advanced hamatulas; he also has a squad of military police at his beck and call at all times (in addition to the typical support possessed by all 7th circle generals). Braalthibet supervises his lieutenants very closely and has demoted the vast majority over the past few millennia. He has been most displeased with Jezerrik due to what he perceives as the letter's regular capitulation to branch heads on decisions over lesser devils decisions. He is also displeased with the apparent lack of attention to the relatively open bribery that has developed in the branch. Braalthibet is likely to demote him in the near future. Braalthibet has strong ties to the Denomination of Morale, particularly those in the Branch of Truth. The Chief Evaluator considers Zaebos to be competent, although he thinks the Minister of Promotions is too lenient, one of the many reflections of this being Quilpeth’s status as a 7th circle general. Braalthibet records all demo-
tion recommendations and blacklists in the Legions in the White Book. The cover of this monstrous tome is made from the feathers of solars with pages pressed from trees native to Elysium. Shimmering with white light and gilded with diamonds, the White Book is on a chain attached to an iron collar around Braalthibet’s neck. The only devil other than Braalthibet allowed to touch, much less write in, the White Book is Zaebos. General Jezerrik (6th circle 24 HD pit fiend psychic warrior 5/warmind 10): The High Evaluator of the Lower Castes, not only does General Jezerrik sign off on all lesser devil evaluations, he also deals with daily branch operations. Although he has served longer as senior general than Yendrin, he has only done so for just under 300 years and is the first High evaluator of the Lower Castes to deal with the greater Denomination control over lesser devil promotions. As such, he is finding that the Denominations are very eager to get their own way and see no reason to back down from their decisions regardless of what Jezerrik says, although they are careful do so in the proper manner. Thus, while the other generals treat Jezerrik with the respect due to his station, Braalthibet is disgusted with Jezerrik’s performance to date. To make matters worse, as the direct supervisor for all field evaluations, Jezerrik has been unable to curtail the bribes that have become more common place. Braalthibet has made it clear that if he does not improve, his own demotion is assured. Needless to say, Jezerrik hates the Chief Evaluator and, despite the latter’s wall of security, has already made arrangements for a retirement attempt in the next 20 years. Jezerrik knows if he fails that his existence is forfeit. Still, he believes that since he is not using other devils but mortal contacts he made when he was in Mortal Relations (who think they are going to kill a Dark Minister) he can get away with it. Only recently has Espionage caught wind of this and, fortunately for Jezerrik the agents from that Denomination that have become involved were all turned down promotion opportunities in part due to the Chief Evaluator. They are considering allowing the mortals safe passage into Hell… General Vendrin (6th circle 27 HD pit fiend, divine crusader 4/templar 10): An even more recent appointee into Evaluation, General Vendrin serves as the High Evaluator of the Greater Castes and is technically the final authority on all greater devil promotions and demotions. Having served the bulk of his time in Morale’s Branch of Truth, Vendrin knows how to eliminate bribery within his staff and has no problem impressing upon the various generals that he is not a pit fiend to challenge. While he has the tentative respect of the Chief Evaluator, Vendrin has already suffered six retirement parties in his 200 year term as a branch lead. Vendrin is cool and collected, though, and has not bothered to increase his security detail as he has no intention of showing fear. In this way, he regards Brallthibet with contempt, something the Chief Evaluator senses and loathes, although he is not yet ready to demote Vendrin for his insolence. Furthermore, Vendrin has the support of Zaebos. Despite his past work in Morale, Vendrin was not tapped by Zimimar to spy on the Minister of Promotions as Vendrin is completely in Zaebos’ pocket. Thus far, Vendrin is not aware of Kreptoth’s spying. The Promotional Branch of Logistics (Generals Grogoris, Lamprist, Tarpelial)
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In all things, the Dark Ministry seeks to achieve and maintain peak efficiency. The Branch of Logistics of the Denomination of Promotion plays a chief role in ensuring this goal. The Branch of Logistics contains the largely independent report writers, bean counters, and determiners of the Ministry’s efficiency from the single devil to a Denomination. Everything from a conflict between a single devil and demon to the grandest military victory is distilled into a series of numbers and a bottom line. It is this branch that records which units are making the most efficient use of their lemures, which units have allowed the highest number of sundered weapons, and which have allowed the greatest losses; they also determine the success ratio of all units. These various reports are compiled to form continuous, giant evaluations of the military efficiency of the Legions as a whole. While smaller reports are used to determine where the best supplies are sent first, which units bear watching for promotion or demotion of their soldiers, and sometimes even discover theft and treachery within the ranks, the Legionnaire Report is accessible only to the Dark Ministers, who also determine which of the smaller reports are accessible to lower ranked personnel. For every quartermaster in a unit, there are usually one or two logistics soldiers as well. The logistics soldiers are regarded as fools at best, spineless cowards at worst. Oddly, they have historically received the greatest abuse from the Denomination of Supply. Others, particularly the troops of Strategy, have little use for them. Accidents in the field are common place among logistics troops; unlike the evaluators, retaliation from the Dark Ministers is not as severe when logistics troops disappear or are retired largely because the reports they create are just as often written telepathically as manually. The majority of logistics soldiers are hamatulas, although there are smatterings of osyluths. Erinyes tend to be low-ranking officers with cornugons and pit fiends rounding out the upper ranks. Psions, rogues, and wizards are the most common classes with Appraise, Search, and Spot being the eminent skills. General Grogoris (7th circle 35 HD pit fiend, exemplar 10): Chief Logistics Officer of the Dark Ministry, General Grogoris functions is the devil responsible for regular updates for the Legionnaire Report. An old devil, Grogoris is meticulous to the point of obsession surpassing that of other devils. He is never satisfied that the reports he receives are accurate and requires that all reports are triple checked… sometimes even more. The Chief Logistics Officer keeps to himself in Nessus. Although he has not been the focus of many retirement parties, he knows that he is little liked among his peers and sees no reason to place himself as a target. Still, he is not exactly a coward and has no problem about informing Zaebos about questionable numbers and routinely recommends investigations from the Denomination of Morale, with whom has his most non-Promotion allies. Grogoris is an overbearing supervisor, watching every last thing Lamprist and Tarpelial do; unsurprisingly, his subordinates detest him. Still, neither wants to the responsibility of managing the Legionnaire Report and have played roles in foiling retirement parties planned for the Chief Logistics Officer. General Lamprist (6th circle 22 HD pit fiend, rogue 17): Slimy Lamprist is the Denominational Logistics
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Manager, directing all logistic officers appointments to the other Denominations. Conniving and fawning, Lamprist seeks to acquire as much personal reward for his efforts. He issues platitudes and flattery to any in a greater position of power, not-so-subtly making it clear that he will allow for great lee-way in how his reports are compiled in return for favors. Lamprist always keeps an accurate report hidden somewhere in his offices in the event that he is betrayed or offended at a later date, but typically keeps to his word unless he is questioned by Grogoris or Zaebos. What Lamprist does not know is that Zaebos is aware of his shenanigans and is setting the Logistics Manager up for a retirement as he is tired of the graft out of this office. Zaebos hopes that Lamprist’s example will encourage other logistics officers to take their roles more seriously, which in turn may allow him to put more pressure on his fellow Dark Ministers to offer greater punishments to those that attempt or succeed in harming them. Lamprist is not a fool though; he knows that Tarpelial hates him and knows that Grogoris is constantly watching him. While he has done his part to sabotage Tarpelial and keep Grogoris happy, he has no idea what Zaebos has in store for him… General Tarpelial (6th circle 24 HD pit fiend, assassin 3/cleric 3/zealot 10): Tarpelial is a competent officer in Logistics, fortunate considering that he is the Logistics Operations Officer. In his role, he reviews all Denomination Reports he receives from Lamprist’s teams and ensures that the information is transmitted into memory gems, on parchment, precious metals and stone, on souls, and other less savory or mystical structures. Tarpelial also supervises the training of entry level logistics officers, impressing upon them the importance of their role before they report to Lamprist, who invariably ruins most of this training with his behavior. Tarpelial hates Lamprist, but knows that the time swiftly approaches when the Logistics Manager will be retired. Tarpelial assumes that his duties will be shifted to fill Lamprist’s current duties; in anticipation for this, he has groomed a number of 5th circle general pit fiends to replace him. He expects to see them struggle to gain the position, thereby reducing the potential of more than one being an eventual threat to his own position. Tarpelial works well with Zaebos, having benefited from the Minister of Promotions nouveau promoting philosophy. He hopes that he will soon rise to the head of the branch, an occurrence Tarpelial believes will allow him to bring greater respect to Logistics across the Legions.
Infernal Denomination of Research (Dark Minister Pearza, Chief of Research) Branches Alchemical Devices – development of alchemical agents to expedite the reeducation of blasphemers (poison, disease and other biological agents). Experimental – development of new magical weaponry. Mystic Defense – development of magical defenses.
Generals Alchemical Devices – Cyndrel, Xal’Drial, Zalred Experimental – Goap, Nexroth, Salac Mystic Defense – Felsric, Immediel, Nacrottis
Research remains an under appreciated cornerstone in the Dark Ministry. While many of the Legions’ most spectacular victories, most insidious ailments, and exemplary invasive devices have been due to the phenomenal creations and experiments of this Denomination, the devils of Research are largely regarded with scorn by their peers. This attitude stems from the historic fact that the devils of Research are often those whose dedication lies not in the mission of the Dark Ministry, but in using the power of the mind to reveal the power of Order and Evil. To the troops in Research, the use of intellect to perpetuate organized vice is as, if not more, important as the use of direct and physical force to impose the right of Hell against the Cosmos. The benefit, as the diabolical researchers see it, is that there is no need to waste time discussing and debating with lesser beings when they can be forced to do Hell’s bidding or else die in denying Hell. This attitude, while not wholly beyond that of rest of the Ministry, does not sit well because it is an almost heretical interpretation of The Overlord’s original decree. Fortunately for the Denomination of Research, what they bring to the Ministry is far too valuable for there to be a purging of their ranks so they are allowed to persist in their behavior. Intuition, creativity, and a dedication to The Word are all required aspects for the successful Research soldier. The devils in this Denomination must be able to look beyond the limitation of natural rules and regulations and into the realm of possibilities and what ifs in order to effectively manipulate the Ideal. This ability to step outside of boundaries is one of the reasons why many devils best suited for Research are reviled by their peers. Devils of this sort would have long ago been forced to conform to Hell’s strictures or else would have been banished (forced to serve exiled arch-devils like Haagenti) or destroyed. Now, these devils have a place in Hell, a place in which their intuition is rewarded if not appreciated. It is interesting to note that the devils of Research are among the most zealous believers in the Dark Ministry. To date, not a single traitor has ever been accused by anyone, not even the dread inquisitors of Morale. These troops are proud of the fact that there is something in which they can believe, something in which they can research and learn more about. A further irony is that the researchers have the third highest rate of devils offered placement as servants of the Courtiers of Perdition across all levels. Apparently, Hell’s nobles have come to realize that such devils are as committed to the cause of Hell as they, just in a variation of the established mold. This evolution and broadening of what is considered proper diabolic behavior will perhaps eventually bleed into the more conservative elements of the Dark Ministry. For now, it does little more than infuriate troops in the other Denominations. The troops of Research spend the bulk of their time seeking out new forms of magic, the creation or manipulation of diseases and poisons, and the means to bring The Word further under the control of Hell. They work very closely with junior officers of Espionage, Strategy, and Supply in the creation of magical weapons and mystical arts for use in the field. They often receive requests for unique items from the agents of Mortal Relations that are in turn given to mortal clients. Some of their most interesting creations are those requested by Immortal Diplomacy and Morale. While the former often seeks items that can, with a word, change from boon to bane in the hands of those that receive them, the latter are always
seeking new ways to spy upon possible traitors. Indeed, of the Denominations, the Researchers get along best with those of Morale, an irony given the stance Morale officers tend to take. If there is one overarching goal in the Denomination of Research, it is to discover the means to control all forms of magic. The original Pearza (her fate unknown) created what is commonly referred to as Written Theory. Written Theory holds that if the belief that empowers The Word could be controlled, then all Creation would fall under the dominance of Hell. So far, this theory is known only the senior officers of the Denomination and the Dark Ministers (and Asmodeus). It remains a highly classified secret that has yet to fall into demonic or daemonic hands. However, aspects of this research may have something to do with the steady shipping of certain lemures gathered across Hell over the past few thousand years. How these lemures, usually gathered directly from the Lake of Fire, are distinguished from others is unclear, but they are shipped to Pearza’s Laboratory in Malsheem. It is believed that Research has more lemures than any other Denomination in the Ministry, even more than Strategy. The Denomination is preparing to ship these lemures to the Pit of Darkness where they will be used to perform a mission known only as The Bringing. What they plan on bringing forth is known only to the Dark Ministers… The Research Branch of Alchemical Devices (Generals Cyndrel, Xal’Drial, Zalred) The Research Branch of Alchemical Devices is in charge of developing new poisons, diseases, and other forms of death and oblivion when reeducation efforts fail. In addition, the researchers of Alchemical Devices have used disease, poisons, and other products to create many abominations by restructuring the laws of Nature. The Branch of Alchemical Devices both develops and tests their products often by introducing them into victims on the Mortal Coil. Plagues blamed upon the gods are sometimes successful missions executed by the branch. This has put the branch into some interesting situations with and against entities better associated with disease and poison, like daemons and even the inevitables of Nirvana. Field agents of this branch are organized into a typical military squad structures but most of the branch (indeed, most of the Denomination) is structured similar to a laboratory or medical environment, with a lead researcher overseeing multiple ongoing projects. Lower level officers are expected to be accomplishing their own projects rather than simply supervising others. Higher level officers are always preoccupied with their projects; the difference between them and lower ranked officers is that they can allocate resources as they see fit to better serve their needs. Poisons have been developed by the branch with selective targeting, tertiary damage, and even immunity overrides. All forms of introduction are considered. The chief beneficiaries of this branch’s endeavors are the liquidators of the Denomination of Espionage and the police of the Denomination of Morale, although they do occasionally find their way into the Denomination of Mortal Relations and Strategy, and even more rarely in the Denomination of Immortal Diplomacy. Natara, Commander of the Infernal Charge, was a successful
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member of this corps of the branch before being promoted into a narzugon. Diseases follow closely after poisons in diabolical research. The nature of the diabolical has historically been to assassinate specific targets, but devils value the ability to deal with entire populations that threaten their goals. Aside from devil's chills, many other afflictions have been leveled on humenity and demons from the fruits of the branch's labors. Experimental creation research has grown in favor in recent centuries. It is commonly thought that kythons are one such ancient example and a spectacular failure, a reason why such attempts have only recently been taken up again. Many more “traditional” breeding projects, on the other hand, have been conducted for millennia on individual worlds, producing high number of half-fiends, nephilim, tieflings and other creatures of diabolical stock. Another common research method consists of animals with fiendish blood being slowly introduced into natural eco-cycles. Many worlds are so tainted with the devils' work that it becomes necessary for their gods to cleanse them. The devils have developed more subtle methods as a result of their projects being purged or washed from the face of mortal worlds, including spiritual infections in which it takes considerable time for the nature of Hell to be realized in a given world. A not so subtle method has been the use of infernal grafts, something that the current Pearza in particular supports. Erinyes, hamatula, kocrachons, and spinagon make up the non-commissioned soldiers of this branch. There are some erinyes officers and fewer kocrachons, with the bulk being barregons, gelugons and pit fiends. Many within this branch possess class levels. Sorcerers and wizards with Necromancy and Transmutation are most common, with rogues and rangers making up most of the remainder. The skills Craft (alchemy), Craft (poison), Heal, and Knowledge (arcana) are the high priorities among this branch. Secondary skills include Handle Animal, Knowledge (history) and Knowledge (nature). Typical field testing units Squad: Erinyes (3), kocrachons (3), spinagon (3). Platoon: 9 squads with erinyes sergeant and erinyes 2nd circle lieutenant. Company: 9 platoons with erinyes master sergeant and barregon 1st circle major. Battalion: 9 companies with hamatula sergeant major and barregon 7th circle major. Cyndrel (7th circle 28 HD pit fiend, effigy master 5/ transmuter 13): Arch Researcher of Alchemical Devices Cyndrel is a devil after Pearza’s own heart. Literally. Cyndrel despises the Chief of Research not because she is a fool and not because of her attitudes regarding her role in the Blood War, but because she is both more intelligent and creative than Cyndrel. Cyndrel has experienced a fast rise in power over the past three hundred years, benefiting from his own skills and Zaebos’ new promotion method. As his time spent as a low ranking colonel in the Denomination of Strategy, Cyndrel proved his skills with diseases, poisons, and the creation of new monsters to set against demons in the field. He even spent his earliest days as a general in the Denomination of Mortal Relations, where he used diseases and poisons of his own design to follow through on the requests of mortal clients, and, more importantly, to collect fees
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from those clients at the appointed time. He saw his transfer to Research as an opportunity to continue his swift rise and believed that his goals were met until he became one of the three 7th circle generals under Pearza. Now he finds that his skills, once lauded over by superiors, are regarded with scorn and derision by the Chief of Research who regards his ideas as little more than interesting. Cyndrel has done little to conceal his hatred for Pearza and the other eight ranking generals are looking forward to the time Cyndrel goes to far and becomes Pearza’s next test subject. Pearza stays her hand because, for the time being, she needs a competent administrator of the Branch of Alchemical Devices, something in which Cyndrel excels. Once she is satisfied that either Xal’Drial or Zalred, or lower ranking generals are ready for the opportunity, she will make one by destroying Cyndrel. Unsurprisingly, Cyndrel has no real allies, although he thinks that he can trust Nexroth, a foolish position on his part as Nexroth is the reason Pearza knows everything about her Arch Researcher’s issues. Xal’Drial (6th circle 18 HD pit fiend, wizard 23): Xal’Drial is the High Researcher of Alchemical Devices and oversees poisons, diseases, and their testing. She is very interested in field testing and often finds excuses to travel to the Mortal Coil, or – better yet – into the Gray Wastes to observe how other beings react to her staff’s creations. Xal’Drial is a relatively old devil and had been in the erinyes caste for millennia before the Dies Irae. She spent a long time working with daemonic mercenaries in the employ of Nergal, a Duke of the Seventh. Her interest in plagues, diseases, and all manner of ailments took root during these years and she became an accomplished researcher and spellcaster. Fear of losing her talents kept her as an erinyes. When the Dark Ministry was created, she was forced to leave Nergal’s side and enter the Denomination of Research’s Branch of Mystic Defense. One of the earlier Pearza’s noticed her skills and offered her a chance to retain her memories but not her skills upon promotion to pit fiend status. If she could prove herself all over again, she would become a chief researcher in Alchemical Devices. Xal’Drial accepted and, after a few thousand years of struggle, she regained and then surpassed her former skills. The current Pearza promoted her, aware of the earlier agreement. Xal’Drial is not much of an administrator and she would rather not have to work closely with others, perhaps a result of her long term exposure to daemons. Pearza tolerates this so long as Xal’Drial’s productivity does not wane. This could have been a problem as some of her subordinates were slowly beginning to take advantage of their leader’s lax nature. Xal’Drial took notice and, to her own surprise, swiftly reacted, demoting some of the more notorious failures in her staff. She has little to do with any of the generals save Cyndrel, whom she finds quite foolish for letting his emotions get the better of him. Zalred (6th circle 24 pit fiend HD, master transmogrifist 10/sorcerer 10): Grafting, experimental creation techniques, and the like fall under the auspices of High Researcher Zalred. Cold and twisted, Zalred is one of a number of devils in Research that spent much time as a slave within the Perdition of Phlegethos before entering the Denomination. In Zalred’s case, he worked on the staff of an inquisitor in Governor Gazra’s command, experimenting on various means of extracting informa-
Diabolical Diseases Although daemons and demons are better known for their diseases, devils have created some of the most pervasive epidemics in the Cosmos. The following are among Minister Pearza’s favorites.
Agony's sweat Incubation Period: 3d4 days Infection: Contact with an infected creature or ingestion of tainted agony (see Book of Vile Darkness) DC: 18 Damage: 2d2 Con The victims of agony's sweat have their blood slowly transmuted into the drug agony. Agony's sweat deals 2d2 Con damage on a failed save to the victim. For every 2 points of Con damage dealt, the victim exudes the equivalent of a dose of agony through his skin over a period of 1d4 hours per dose, receiving a -4 penalty to attack rolls, skill checks, and ability checks during the time frame due to the extreme pain. Following the duration, the victim suffers as if he had consumed one dose of agony. Those afflicted with agony's sweat are constantly slicked with a thin layer of agony, spending the short span of life remaining to them alternating between extreme agony and the drug rapture. Even if he successfully fights off this disease, the victim is addicted to the drug agony. The nature of this disease makes it very difficult to catch in most places; however, once an epidemic starts it is almost impossible to trace to its original source. Death by Agony's sweat is surprisingly bloodless, the body often lies in a large puddle of agony, completely exsanguinated by the disease with a the face frozen in a silent, agonized scream.
Haemonex Incubation Period: 1d4+1 days Infection: Ingested or inhaled DC: 25 Damage: 1d4 Str, 1d3 Dex, 1d3 Con Created by a cabal of devils seeking a means to annihilate entire worlds quickly and with minimal effort, haemonex is feared by the wise. The disease draws the strength and vitality from its victim by destroying the blood. Victims describe the disease as a freezing in the blood, with each beat of the heart bringing numbing pain and a great chilling ache throughout the body. As the disease progresses, the cold increases in severity. Eventually, the victim loses the ability to even draw breath, dying of suffocation soon after. Despite the cold, haemonex causes a high fever and a meaningless, dry cough. The fairly long period after infection before the disease begins to produce symptoms can lead to entire villages being infected and makes it especially difficult to determine the originator. This is especially true in areas which use common water supplies like wells. Haemonex is spread through swallowing or breathing infected fluid and is typically introduced in temperate, sub-tropical, or tropical mortal areas with close ties to nature and liberty.
Tongue Yoke Incubation Period: 1 day Infection: Inhaled DC: 24 Damage: 1d2 points of Wisdom and Charisma damage, and special (loses ability to communicate). Tongue yoke is used to strike at the forces of Good at their strongest area: their ability to verbally inspire and lead others to resist tyranny and oppression. Tongue yoke enters the body through inhalation and incubates quickly. Within 24 hours, the victim suffers pain in the head , disorientation, and weariness. The true horror comes when he awakens the next day. When the victim tries to speak, he finds that nothing comes out; he can still hear and understand others perfectly, but something prevents him from finding the words to communicate. The name of the disease is in fact a misnomer; the problem is not in the tongue or indeed any other part of the body, which remains perfectly healthy. Tongue yoke attacks the brain. Victims cannot speak, write, use sign language or communicate in any meaningful way; they simply can no longer comprehend how to formulate words. They also become incapable of understanding the speech of others. This terrifying disease can spread swiftly and devastate entire civilizations, destroying a people's cohesiveness and ability to cooperate, muchless defend themselves. Even those that resist the tongue yolk often might as well not have for there is often nobody else left with whom they can speak. Tongue yoke is a magical disease and thus resistant to normal healing. All Heal checks against the disease suffer a -9 penalty and casters attempting to cure it with remove disease must succeed a DC 19 caster level check to succeed.
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Poisons of the Pit The development of poisons is a long standing tradition within the Research Branch of Alchemical Devices. What follows are three new poisons that have greatly impressed Chief of Research, Pearza. Aside from war ash, the materials needed to create these poisons are unknown, making them extremely expensive. Blood Wind Blood wind is a painful and debilitating poison developed used against powerful enemies resistant or immune to most poisons. Description: Light blue liquid that takes on a rich red upon entering the body of the victim Application: Injury, DC 23 Initial damage: 2d6 Con Secondary damage: 3d6 Con Tertiary damage: 4d6 Con Effect: The immediate effect of blood wind is to cause extremely rapid dilation and selective laceration of the internal vasculature of an affected being, resulting in swelling of the airway and extensive leaking of fluids from vessels into surrounding tissue, as wells as internal bleeding . This causes the target’s entire body to swell immediately and any wounds the target has sustained begin to bleed vigorously. However, it is mere minutes before the poison’s true aspect is manifested. If the second save is failed, the skin over the victim’s carotid arteries breaks and the carotid ruptures, spouting forth an impressive fount of blood. This spewing blood is blood wind’s namesake, and is often used as a gruesome calling card by prominent assassins. Blood wind can affect even creatures immune to poison, although such creatures gain a +8 bonus on their saving throw. Price: 7500 gp DC to Create: 25 Vision of Delight Vision of delight serves as a potent way to control enemies while leaving them alive for interrogation . On occasion, it is given to mortals as part of deals with the Infernal Denomination of Mortal Relations. Description: Vision of delight is a clear liquid that must be administered through the mouth in pure form; it loses its efficacy if mixed or diluted. It scalds the lips and tongue, but those who succumb quickly forget the pain. Application: Ingestion Will DC 23 (antimagical poison) Initial damage: 1d4 Wisdom damage and hallucination for one minute Secondary damage: 1d2 Wisdom drain and hallucination (permanent) Effect: The victim is overcome by hallucinations of bliss, believing that he has found a paradise tailored to his personal desires. Depending on the amount of time the victim spends under the influence of vision of delight, he may experience a fleeting vision of utopia or he may spend “years” living the fulfillment of all his dreams. A victim who fails the first save against vision of delight, but succeeds on his second save, has largely managed to resist the poison’s temptation. A victim who fails the second save, however, does not truly recover from the poison even if he is cured at a later date. An intense obsession with regaining the perfect world that he lost drives him, and he will often go to extreme lengths to regain what he lost. Such victims suffers a – 9 penalty on all saving throws associated with future exposures to this poison. Once a victim has been cured of vision of delight, he is resistant to further damage, receiving a +9 bonus to save. In the real world, the victim does not age and does not require food, water, or sleep; he simply remains in whatever position he is put in (treat the victim as helpless). Injuries sustained in the real world, though they affect the body, do not register in the mind of the poisoned creature; only the poison's cure or the victim’s death can release him from the delusion. Price: 1500 gp DC to Create: 25 War Ash Throughout the ages and after countless war between the Legions of Hell against hordes of the Abyss, the dust and ashes of war lies scattered over the Cosmos. Research conducted by Hell found that, when mixed with other horrific ingredients like angel tears, dragon bile, or the procreative juices of a tarrasque, the ashes create the poison known as war ash. Description: Fine grey silvery ash, lighter than the finest sand. Application: Ingested or inhaled DC 18 Initial damage: 3d6 Con and convulsion (see effect) Secondary damage: 3d6 Con and hit point lost (see effect) Effect: War ash is in fact minute “metallic” particles created from the fiery battles between Hell and The Abyss. War ash, whether ingested or inhaled, will immediately take effect within the victim’s body. Once inside the body, the metallic particles eviscerate the lungs and blood vessels to produce painful internal bleeding. Should the victim fail the first save he suffer 3d6 Con ability damage as his body is wracked with pain and convulsions. Should the victim fail his second save, he will suffer another 3d6 Con ability damage and will henceforth suffer 1 point of hit point damage per round until a heal spell is cast on his person or he dies. War ash is only used by the most experienced assassin for a single mishandling can prove fatal. It is fairly easy to detect when ingested as it has a acrid taste; when encountered beyond the Depths Below, it carries the sickening-sweet scent of burning blood. It is interesting to note that war ash made from deposits in the Gray Wastes of Despair has a DC 23. Price: 5000 gp DC to Create: 20
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tion while creating new weapons or new creatures. Gazra, while impressed with Zalred’s obvious talents, had little use for his interests (as they would have drawn unwanted attention from Belial and his Dukes) and arranged a transfer to Research. Here, Zalred has excelled. He sees neither the physical nor spiritual form as fixed; rather, both can be restructured to create new Laws, new order, to benefit Hell. During his time in Phlegethos, Zalred plied his craft on other devils; now, he has a wide range of creatures upon which to experiment, although his favorites are demons, daemons, and other nonLawful fiends. He finds mortals far too fragile, although he is musing about new ways to extend their lives to make them worthwhile research subjects. Due to his successes in grafting, Zalred is a favorite of Pearza. For his part, Zalred could care less so long as he continues to receive the necessary support from her. He controls his staff through fear; quite a few who have failed him (often without knowing how or when) disappear, although pieces of them are later found as grafts. Still, Zalred makes a point to interact with the other senior generals of the Denomination, particularly Goap of the Experimental Branch (through whom he gets some of his creations into the Mortal Coil) and the generals of the Strategic Branch of Land, who often find use for his creations. He has recently caught the eye of Duke Malphas, who is quite impressed with his creations. It is possible that Zalred will be offered an opportunity in Malphas’ court in the near future. The Experimental Branch of Research (Generals Goap, Nexroth, Salac) The Research Branch of Experimentation is involved with the development of new and devastating weapons for the armies of Hell. These weapons may come in the form of wondrous items, spells or innovative approaches to existing materials. Those charged with developing new spells and magical weapons for the Ministry are largely wizards. Eternally, they spend their time attempting to twist eldritch energies to their desired ends. The demon dirge spell was a direct result of this branch. The demon-bane enchantment is often attributed to their work as well, although this is a dubious claim as there have been demon-bane weapons older than the institution of the Dark Ministry. Other members of the branch attempt to create rituals and invocations to hasten Hell’s inevitable triumph. Once a new spell or magical weapon formula has been tested and proven capable, it is passed on to the Mystic Defense branch and to the Denomination of Supply. Pearza has formed a small elite corps charged with battlefield testing new products. Only the bravest or punished are placed in this corps as many of the missions become suicidal when the product fails spectacularly. On the other hand, these devils have also accomplished some of the most devastating victories against The Abyss due to the overwhelming spectacle the failure produced. These units can be expected to carry roughly triple standard equipment in magical items. Due to the nature of the branch, only devils with class levels or the ability to create magic items work herein. Wizards dominate, with sorcerers, clerics, and psions making up a small minority. Hierrmagons and erinyes compose the lower level troops, with gelugons and pit fiends in the higher officer ranks. The exception is the
battlefield testing squads, which are often barbazu, hamatula, and spinagon who have failed to meet the standard their superiors set for them prior to their transfer General Nexroth (7th circle 27 HD pit fiend, archmage 5/wizard 15): In all ways, Arch Developer Nexroth is the most powerful devil in the Infernal Branch of Research and Pearza’s strongest ally. Bearing little of the oblivious nature of most of the generals in Research, Nexroth is an old devil with many connections that have benefited both him and his current general. Nexroth once served as a baron in the Court of Cania and was ever a thorn in the side of its Regent, Mephistopheles. He played a role in the Lord of No Mercy’s overthrow at the hands of Molikroth and was recognized for his role and promoted to 8th circle general of the new Lord’s armies. However, eventually Molikroth revealed himself to be Mephistopheles in disguise and Nexroth was shackled and brought before the Lord of Darkness. Rather than consume his soul, Mephistopheles made arrangements for Nexroth to serve on the front lines of the Legions in the Blood War and exiled him from Cania on pain of destruction. Nexroth, although stripped of his rank, remained a pit fiend, thereby excelling in infantry combat despite having to take orders from even spinagons. However, Dagos could not deny the former noble’s skills in combat and with magic and, after a few thousand years, offered him steady promotion opportunities. Recently, Dagos offered Nexroth to Pearza, who took him without hesitation as a 1st circle general. Pleased with his insight, his organization, and his cold dedication to magic, Pearza did not step in when Nexroth slowly retired all those in his way. Upon becoming the 7th circle general of Experimental Research, Nexroth is near to his former status. He has regained the surviving allies that survived Mephistopheles’ return and believes that he has a chance to return to the Courtiers if he can prove himself in the Ministry. Oddly, Nexroth has no interest in retiring Pearza, likely because he recalls too well the last time he tried to overthrow a truly powerful devil. He is also more interested in the Infernal Denomination of Morale, odd given his past behavior. Still, Nexroth’s magical knowledge and willingness to seek new applications for the arcane, make him an asset to the Branch. His subordinates regard him in awe and are too cowed in his presence to contemplate betraying him. General Goap (6th circle 23 HD pit fiend, warmage 10/wizard 10): General Goap is the Chief of Field Experiments and, as such, serves as a liaison to the other Research branches and Denominations. He receives clearance for his researchers to enter the middle of combat action or else into the Mortal Coil to conduct field tests. Goap is, like most of the generals in Research, largely oblivious to matters not related to magical experimentation; however, his regular participation in field experiments allows him the opportunity to see warrelated events far more often than most other devils in Research. As such, his zealotry is a bit more pronounced than the norm, something that has led to Goap entering combat himself when he sees demons overcoming his tests. The Chief of Field Experiments is relatively organized and keeps a firm grasp of his subordinates. He has no real issue with failure as such is part of the experimentation process; still, if the same failure occurs twice, Goap delivers swift punishment for stupidity and incompetence. Goap is works well with Zalred; not at all dis-
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concerted with the High Researcher’s bizarre nature, he often uses Zalred’s creations in the field when the opportunity arises. He also works well with Nexroth, whom he sees as a powerful, influential leader, one worthy of respect and fear. He has interacts with Salac because he has to, but finds the general to be not especially intelligent and therefore not worthy of respect. General Salac (6th circle 22 HD pit fiend, wizard (diviner) 13): Salac is the Chief Research Officer for the branch, tending to the day-to-day activities, running reports, training, and ensuring that Goap and his team never lose sight of the branch’s goals. While Salac continues to conduct research of his own, as more and more productivity has become par for the course in the branch, he has had less time to commit to his preferred work. Salac has excelled in his role, though, and knows that he will continue to function in this capacity until and unless Nexroth and/or Goap depart for other opportunities. Salac has considered retiring one or both of them, but knows that Nexroth is far too established and receives the support of Pearza, and that Goap has enough contacts to make a move without the Chief of Field Experiments hearing wind of plans. Salac has little good to say about Goap, whom he finds to be too far removed from the importance of tending to the realities of the war. Salac is feared by the troops of Experimental Research for his swift temper and willingness to severely punish those who fail to adhere to the strictures he has put in place over the branch. He views the other branch heads as more or less competent, although he sees little reason to become involved in intrigue if it can be helped. The Research Branch of Mystic Defense (Generals Felsric, Immediel, Nacrottis) The Mystic Defense branch of Research provides the bulk of magical support to the Ministry. Each and every one soldier in this branch is focused in a particular area of magic and is often called upon to exercise this talent for the cause of Perdition. Thus, the bulk of these soldiers are wizards; relatively few sorcerers are found here due to the heavy focus on research, but they are far more numerous than other arcane spellcasters and certainly more so than divine spellcasters. Finally, one can find the occasional psion as well. Typical missions for branch personnel include protecting high ranking officers, bringing down the protective abjurations of the enemy, counter-spelling, and forming defensive wards around camps and forts. Most generals have a personal squad of mystic defenders attached to them. A 1st circle general can expect three defenders, with at least one capable of casting 6th level spells. Every day, these mages prepare and cast protective spells upon their charge. False life, greater magic weapon, mage armor, and nondetection are all common every day choices. Protection from energy or resist energy (often electricity) is cast before going into any potentially dangerous area, along with heroism and stoneskin. Once battle has been joined, a complete suite of spells including blur, freedom of movement, greater heroism, haste, resistance and shield is cast upon their charge. Other common spells include bear’s endurance, bull's strength, death ward, eagle's splendor, and expeditious retreat, depending on the nature of the foes at hand and the personality of their charge. A common tactic in
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the field is for one of the defenders to cast globe of invulnerability and stand next to the general, encompassing him in the protective field. Higher level generals can expect such protections as mind blank, foresight, and spell turning cast upon their persons in addition to the lower level spells. 5th circle generals and above have six to nine defenders attached to them, at least two of who can cast 8th level spells and one who can cast 9th level spells. The 6th circle and higher ranking generals can expect that their entourage will include clerics and possibly psions. The more active members of this branch work with the frontline troops or Espionage teams. They are expected to keep up with the more physical members of their team, no excuses accepted. For those attached to units under the Denomination of Strategy, they typically position themselves towards the rear of the battle lines and attempt to counter-spell any magical enemy attacks. Nearly all of these troops have access to the Quicken Spell and Reactive Counterspell feats. Those that accompany the Denomination of Espionage detect and dispel wards and other magical alert systems. A simple misstep and an entire mission can dissolve into utter failure. These casters are very careful to clear a clean path through which Espionage troops can pass. The final group of Mystic Defense focuses on defending actual fortifications from demonic incursion. The most vital areas of a diabolical war camp are protected via dimensional lock and forbiddance. Others are highly guarded through both forms of anticipate teleport. Walls of dispel magic, fire, and law in addition to alarm and guards and wards are common barriers and signals surrounding most camps. The Branch of Mystic Defense tends to these spells around the clock, renewing them and altering their positions as needed. General Immedial (7th circle 26 HD pit fiend, initiate of the sevenfold veil 7/ wizard (abjurer) 12): Under the leadership of Immedial, the High Commander of Mystic Defense, the branch has grown into a force to be reckoned with. Immedial has served as the senior officer of the branch since the first Pearza and, irritated at the foolish attitude he knew festered across the Legions regarding the Denomination as a whole, slowly and steadily shifted Mystic Defense from distributing magical baubles and training other Denominations on their use to the potent bodyguards and essential support troops they have become. Immedial is the second most influential general in Research after Nexroth. He greatly dislikes the shorter serving Arch Developer, recognizing competition when he sees it, and has been stewing over means to retire the former noble for years. Immedial is startlingly intelligent, but his intellect is complemented by his wit and strong personality. He knows better than to come across as a threat to Nexroth, much less Pearza, and the Arch Developer perceives him as an ally for the time being. When he is not overseeing training, Immedial acts as Pearza’s attaché, regularly meeting with her on matters related to other Denomination needs. He passes this information on to Nacrottis although e always remains in the loop. Immedial eventually intends on retiring Pearza, although he knows he needs to tend to Nexroth first. While he has nothing against the Chief of Research, he sees no reason not to seek better opportunities for himself and believes that her position would suit him well. He has taken care not to even give an inkling of his interests to anyone within the branch, but has
plenty of allies scattered across the lower ranks in the other two branches. As a leader, Immedial is not quite as effective as Nexroth, but Felsric and Nacrottis know better than to challenge Immedial as both of them were recently promoted after the High Commander eliminated their predecessors after a failed retirement attempt. General Felsric (6th circle 25 HD pit fiend, warmage 18): The Mystic Artillery Commander of the Ministry, Felsric is probably the Research general who comes across as though he is out of his element. Brash, boisterous, and confrontational, most think he would better serve his career and the Legions as a general in the Denomination of Strategy. Although he may well be loud and somewhat obnoxious by Research standards, Felsric is every bit as intelligent as he peers. Felsric serves as the chief liaison for the branch and often meets with generals in Espionage, Strategy, and Supply regarding fortifications and mystic bombs, making sure that they are properly outfitted. He pushes his troops hard, never accepting slow production and has demoted quite a few who have not been able to keep up with production goals. Felsric has only recently assumed his post, benefiting from the removal of his predecessor at the hands of Immedial. As such, Felsric is slowly determining where he stands in relation to the other branch heads. He has no love for Immedial but no dissatisfaction either. He and Nacrottis have a tense rivalry as they both seek to impress Immedial and Pearza; so far, this rivalry has not developed into anything unpleasant, although the possibility is certainly there. General Nacrottis (6th circle 22 HD pit fiend, archmage 3/argent savant 5/wizard 9): General Nacrottis is the Chief Commanding Officer of the Branch of Mystic Defense. In addition to overseeing daily branch operations, he manages the assignment of spellcasters to Ministry generals. As the new CCO, Nacrottis has been forced to receive occasional audits of his assignments from the Infernal Denomination of Morale to ensure that his appointments do not benefit him. So far, the agents of Zimimar have been impressed with Nacrottis’ apparent impartiality and professionalism in his duties. Nacrottis is himself a talented wizard, having once served as an attendant to Dagos. His skill with the Word are impressive as they should be considering that he was trained by the Black Magus himself, Duke Leonar of Cania. While his ties to the Eighth have long been discontinued, Nacrottis’ reputation as a loyal servant continue to echo across Perdition. His loyalty is to Hell and it was this loyalty that prompted him to slip information to Immedial regarding the treacherous acts of the former MAC and OOC. Nacrottis is extremely slippery and difficult to read, a trait he continues to nurse as he grows in authority. Nacrottis is considering making his services known to Immedial in order to strengthen his own position against Felsric, whom he sees as a threat to his continued success.
The Infernal Denomination of Strategy (Dark Minister Dagos, Marshal of the Pits) Branches Air – Flying attack forces Land – Ground attack forces Sea – Naval attack forces
Generals Air – Alusiel, Galarond, Phanior Land – Hanariel, Meritos, Srelial Sea – Kobbis, Laginus, Meathe By far, the best known Denomination within the Legions is Strategy, the most commonly encountered “instructional” force. Controlled with brutal efficiency and cold precision by the Marshal of the Pits, Dagos, the Denomination of Strategy constitutes some of the most powerful warriors in the Depths Below and the Cosmos at large. Although Dagos is the ultimate military strategist and commander in the Ministry, his success is in part due to the service provided by his supreme command sergeant major, the cornugon Gathgorian, and the generals and admirals of the Three Strategic Branches: Air, Land, and Sea. Each Infernal Branch is controlled by three pit fiend generals or three pit fiend admirals, one slightly higher ranked than the other two but no greater in actual authority without Dagos’ explicit leave. The generals and admirals are renowned warriors, having overcome inconceivable odds in scores of battles against demonic forces and the machinations of subordinates through guile, wit, and brute strength during their tenures. While each is just a step from becoming the new Marshal of the Pit, a goal every one intends on achieving, not a single one would risk retiring the current Dagos if such an act could threaten the fighting skill of the lower ranks. The Three Strategic Branches are further divided into three corps. Each of the generals or admirals is responsible for one of the corps. There are at least a billion devils reporting to each of the Strategic generals or admirals. The Strategic Branch of Air (Generals Alusiel, Galarond, and Phanior) The troops of the Strategic Branch of Air are among the most daring and crafty of Hell’s “instructors.” Charged with undertaking sky born assaults and risky missions, the devils of this branch are also the most arrogant and generally disliked by their brethren in the Denomination of Strategy and beyond. The Strategic Branch of Air is often on first call in the event of a surprise raid or attack in Hell and, as such, there is at least a squadron always on standby on Avernus. Beyond Perdition, these devils assume a relatively lackadaisical attitude (for devils) and rarely seem particularly concerned with the success of missions as they are convinced of their superiority to other devils, much less demons. Despite the risks they take, the devils of this branch are creative and endure the lowest casualties in the Denomination. The Strategic Branch of Air has three different corps, the destroyers, ground assault, and skyriders. These three corps work together closely, but with intense rivalry. Although the destroyers engage more foes than the others and are clearly the greatest risk-takers within the Branch, they are also populated by some of the least intelligent (but strongest) devils. Conversely, the canny skyriders consistently establish new techniques during assaults, seeming to go out of their way to welcome destruction yet always coming out relatively unscathed. Ground assault lies somewhere in the middle, although they receive fewer recognitions than either group. So
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Table 6-4: Strategic Branch of Air Unit Structure Unit Unit Composition Branch of Air
As many Corps as needed (typically nine)
Corps
99 Forces
Force
81 Wings
Wing
81 Regiments
Regiment
81 Groups
Group
9 Squadrons
Squadron
9 Flights
Flight
9 Sections
Section
9 devils
far, Dagos has seen fit to allow this risk-taking attitude to proliferate as it continues to bring results, even if it means that the generals of the Branch are among the most hated throughout the Dark Ministry. Dark Flight (General Phanior) The Dark Flight, also known as destroyers, is used to eliminate the aerial forces of the enemy. Squamugons make up the lower level infantry with squadrons led by malebranche and cornugons. The destroyers move in directly to engage flying enemy forces. Their goal is to counter and destroy enemy air forces; as a result, they typically hold a line above the allied land forces. They are never deployed too far beyond the ground forces line in order to avoid getting caught between enemy air forces and archers from the ground. Once air superiority has been established the destroyers become a second front, attacking the rear ranks of the foe. Dark Flight troops often summon aid as a first attack, usually directly in the path of an advancing foe. Destroyers are allowed to withdraw for restoration once they are reduced to 5% of their hit points. Typical Dark Flight Units Section: Squamugon (9). Flight: 9 sections led by malebranche sergeant and cornugon lieutenant. Squadron: 9 flights led by malebranche master sergeant and cornugon captain. Group: 9 squadrons led by cornugon sergeant major and cornugon 1st major. Regiment: 9 groups led by cornugon sergeant major and cornugon 1st colonel. Wing: 9 regiments led by cornugon sergeant major and pit fiend 9th colonel. th
General Phanior (6 circle 24 HD pit fiend, legendary dreadnaught 19): The bombastic Phanior is one of the most disliked senior officers in the Dark Ministry. Arrogant and willful, he holds his tongue around no one; even Dagos fumes when Phanior is near as the General of the Dark Flight has few qualms about questioning the Marshal’s orders. Phanior’s attitude is bolstered by his knowledge of his successes and the fact that, although there are plenty of talented officers serving under him, not a single one is as gifted a leader for the Dark Flight Corps. Phanior is no fool, though, and knows when to
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keep his mouth shut; after all, he knows that others could do a passable enough job were he to be retired. Of the generals in the Infernal Denomination of Strategy, only Alusiel has visited the front more often; however, not even the august leader of the skyriders personally appears in the skies and this attitude has won Phanior the respect of his troops. Phanior has no special animosity towards any of his colleagues, viewing each and every one of them as incompetent fools. He almost respects Alusiel and Srelial for their longevity, but suspects that in the near future, it will be time for one of the two of them to retire and he intends on either replacing Alusiel as the head of the skyriders or else placing a loyal servant over the infernal cavalry. Phanior works very closely with Ruthegax, the command sergeant major of the Dark Flight; although the malebranche does not particularly like the general, he recognizes a military genius when he sees one and knows that his fate is likely tied to his master’s and does his best to support him. Phanior watches Ruthegax closely, though, as he knows that the malebranche is a powerful devil and one that could be a threat in the future. Ground Assault (General Galarond) The ground assault forces of the Strategic Branch of Air consist largely of squamugon and erinyes with cornugon officers. Their purpose is to provide long range support fire for the ground forces. Ground assault troops take to the air behind the destroyers, targeting any large troop formations that are near engagement with allied forces. Any charges attempted by the enemy must be made under constant fire from the ground assault. Ground assault always remains behind destroyer forces to ensure they do not draw attacks of opportunity while they carry out their work. Typical Ground Assault Units Section: Squamugon (5), erinyes (4). Flight: 9 sections led by erinyes sergeant and erinyes lieutenant. Squadron: 9 flights led by cornugon master sergeant and cornugon captain. Group: 9 squadrons led by cornugon sergeant major and cornugon 1st major. Regiment: 9 groups led by cornugon command sergeant major and cornugon 1st colonel. Wing: 9 regiments led by cornugon command sergeant major and pit fiend 9th colonel. Equipment: Squamugon are equipped with masterwork composite shortbows and cold iron arrows. Erinyes carry standard equipment. Officers typically carry heavy repeating crossbows and two wands of fireball or magic missiles. Officers often wear bracers of archery and brooches of shielding. General Galarond (6th circle 22 HD pit fiend, cleric 9, marshal 9): General Galarond has been recently promoted to 6th circle general status and leader of ground assault. What happened to General Morfellus, his predecessor, is unknown; to be sure few care as Morfellus’ strategies resulted in the highest casualties among with the ground forces since the establishment of the Dark Ministry and six different generals over ground assault. Galarond is a cold-hearted master with little patience for failure or cowardice. He expects his troops to not only serve well but to serve with distinction. He has no qualms about demoting or even destroying those that fail
him. It is no surprise that despite his short tenure that ground assault has been the most productive it has been in centuries. Galarond is an efficient leader who excels in whipping his troops into preparation; his background in the Infernal Denomination of Morale is likely key to his success in this regard. Among the other generals of the Denomination of Strategy, Galarond is viewed with simmering loathing. They are watching for weakness and to date none has been found. For the time being they have left him be as his hands are full with completing the restructuring of his branch. For his part, Galarond respects Alusiel and Srelial; he considers Meritos a satisfactory general and intends on using the General of Infantry’s skills to weed out the failures of the lower ranks. He views Dagos with restrained awe. Skyriders (General Alusiel) The aerial cavalry of Hell is mounted on either draconic (true) or half-fiendish steeds. There are two primary corps, the infernal riders and draco riders. It should be noted that the Land cavalry on nightmares is also capable of aerial attacks. The infernal riders consist of troops who ride diabolically fiendish monsters into battle. Mounts include manticore and griffon-bred stock (many of these creatures are no longer remotely related to their mortal counterparts and have various names, fell beast and fallen sun being the best known “species” of fiendish manticores and fiendish griffons). Most such creatures are usually ridden by hamatula and narzugon. Gelugon commanders are sometimes mounted on half-fiend behirs. Draco riders consist of the troops who ride the blue or green children of Tiamat. Such dragons typically join the Legions of Hell of their own accord and often in pursuit of greater wealth that they eventually transfer to the Mortal Coil or else use to establish Infernal Realms in Hell. They are better regarded as troops themselves rather than as mercenaries, a fact of which too many demons are ignorant. Hamatula and narzugon ride young adult dragons while gelugon commanders ride adult or mature adult dragons (older dragons either appear without a rider or deign to allow pit fiend mounts and then only if the pit fiend’s CR is higher than its own). Blue dragons are typically ridden by commissioned officers and often have feats or abilities that allow them to penetrate electrical resistance and immunity. With both flights of riders the devils are usually armed with lances and ranged weapons. The mounts handle the bulk of the melee combat although the devils have natural weaponry for this task as well. Draco riders are used as both aerial and ground assault forces; they are also often used to destroy fortifications. Infernal riders are used largely to engage other aerial forces as they usually lack the powerful breath weapons and spells possessed by draconic mounts. As some of the most valuable troops of Hell, riders are usually the third or later wave of attack, behind both destroyers and assault troops. Riders rarely summon aid due to their unique missions and equipment; however, some have taken to engaging other cavalry units and summoning aid directly onto the enemy's mounts. Flinging the current occupant to their death and establishing control over the riderless mount is no easy trick and, as a result, this remains a rare tactic. Riders are allowed to withdraw for restoration once they or their mounts are reduced to 25% of their hit points.
Typical Draco Rider Units Section: Hamatula (9) on young adult green dragons. Flight: 9 sections led by hamatula sergeant and narzugon lieutenant on young adult dragons. Squadron: 9 flights led by hamatula master sergeant and narzugon 9th lieutenant on young adult dragons. Group: 9 squadrons led by hamatula sergeant major and gelugon 1st colonel on adult dragons. Regiment: 9 groups led by narzugon sergeant major and gelugon 6th colonel on mature adult dragons. Wing: 9 regiments led by narzugon sergeant major and pit fiend 9th colonel on very old dragons. Typical Infernal Rider Units Section: Narzugon (9) on fiendish griffons Flight: 9 sections led by narzugon sergeant and narzugon lieutenant on half-fiend griffons Squadron: 9 flights led by narzugon master sergeant and narzugon 5th lieutenant on fiendish manticores Group: 9 squadrons led by narzugon sergeant major and gelugon 1st colonel on fiendish manticores Regiment: 9 groups led by narzugon sergeant major and gelugon 3rd colonel on fiendish manticores Wing: 9 regiments led by narzugon sergeant major and gelugon 9th colonel on half-fiend behirs General Alusiel (7th circle, Order of the Bleeding Blade, 34 HD pit fiend, cavalier 10, dragonrider 1): The most highly decorated general serving in the Infernal Denomination of Strategy and even older than Srelial, General Alusiel is one of the most influential and important pit fiends in the Dark Ministry. Not only is Alusiel aware of this fact, he has no qualms in using his reputation and status to get what he wants when he wants it. His power transcends just the Denomination of Strategy as he has servants serving throughout the Ministry. The other Dark Ministers are of the position that should the current Dagos ever receive a promotion to a Court of Perdition or experience an early retirement that Alusiel is his certain replacement (Zaebos himself has assured Alusiel of as much). Alusiel is counting on the latter as, in his mind, the ability to retire a sitting Minister is a testament to his power and ingenuity. Although he has never betrayed Dagos nor been outwardly insolent, he has never failed to make his intentions clear to the Marshal of the Pits. Dagos respects this and Alusiel’s status, which is why he has not demoted the general or ensured his retirement; Dagos is content to continuing playing a very subtle and incredibly dangerous game with his most gifted and powerful general, one that will eventually end in one of their retirements. Alusiel has already established a plot that will ensure that no one will know when he has replaced the current “Dagos,” as he intends on replacing himself with a trusted (relatively speaking) lackey. Alusiel’s attitude towards the other generals is one of mild contempt at best, deep hatred at worst (reserved for the coward Meritos and the imbecilic Hanariel). The only general he treats with anything approaching equality is Srelial and that is because the two have served for almost the same length of time and in the same areas with equal success. Alusiel has ties with the Courts of Bael and (surprisingly) Beelzebub and occasionally calls in favors from either.
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The Strategic Branch of Land (Generals Srelial, Hanariel, and Meritos) The most likely to see hand-to-hand teaching opportunities in the Blood War, the devils of the Strategic Branch of Land are thought to be the most violent and direct of the various Denominations and Branches. They suffer the highest casualty rates and incur the most consistent exposure to risks. Unsurprisingly, the rewards for successful completion of land campaigns are great and many of the best known and powerful devils in Hell were served or continue to serve in the Strategic Branch of Land. The warriors within the Strategic Branch of Land have little patience for flowery language or tactics, preferring what they know works over what may. This lack of creativity on their part may be the sole reason their Line suffers the highest casualty rates in the Denomination, something neither the corps generals nor Dagos seem particularly concerned with since most casualties are actually among the lemures and nupperibos. The Strategic Branch of Land has three different Corps, the infantry, artillery, and cavalry. These three corps work together intimately, although there is little love lost between those that serve in the Infantry and the other two corps, who have a tendency to treat their brethren with disdain as they work so closely with lemures and nupperibos. Artillery (General Hanariel) The infernal artillery contains typical siege engines, crossbowmen, and archers. Their purpose is to provide long range support fire for the infantry and cavalry. Artillery bombardment precedes lemure rushes and only breaks off once the infantry engages a foe in melee. Artillery then provides support fire, targeting groups and foe reserves who are not engaged. The siege engines are typically only brought into play during large scale conflicts. They bombard the rear ranks of the enemy with their ammunition which ranges from spell-bombs to squads of lemures. These engines are considered heavy artillery. On occasion, exotic creatures such as fiendish fire giants or blue dragons are used in the heavy artillery. Light artillery is made up largely of barbazu and erinyes. Erinyes archers hover directly above the barbazu crossbow men, creating a wall of arrows. Each light artillery platoon is defended by a single squad of infantry. The squad sets up a wall of spears or glaives and the archers fire over and through their ranks. Typical Artillery Units Squad: Barbazu (5), erinyes (4). Platoon: 9 squads led by erinyes sergeant and hamatula lieutenant. Battery: 9 platoons led by hamatula master sergeant and cornugon captain. Battalion: 9 companies led by hamatula sergeant major and cornugon 1st circle major. Regiment: 9 battalions led by cornugon command sergeant major and cornugon 9th circle major. Equipment: Barbazu artillery are equipped with masterwork light crossbows and cold iron bolts. Erinyes carry standard equipment. Artillery officers typically carry hand crossbows and wands of fireball. Sample Artillery Platoon Barbazu (45)
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Attack: Masterwork light crossbow +8 ranged (1d8 19-20/x2) Full Attack: Masterwork light crossbow +6/+6/+1 ranged (1d8 19-20/x2) Feats: Point Blank Shot, Rapid Reload (light crossbow), Rapid Shot Special: An barbazu artilleryman deals infernal wounds with its crossbow, just as a standard barbazu does with a glaive. Hamatula Lieutenant: Attack: +1 hand crossbow of distance +19 ranged (1d4+1 19-20/x2) Full Attack: +1 hand crossbow of distance +19/+14 ranged (1d4+1 19-20/x2) Skills: remove Search +16, replace with Use Magic Device +19 Feats: remove Cleave and Alertness; replace with Exotic Weapon Proficiency (hand crossbow) and Rapid Reload (hand crossbow) Erinyes (36): Standard equipment General Hanariel (6th circle 25 HD pit fiend, fighter 14): Hanariel is a swaggering, violent braggart of a fiend who loves little else than the destruction of demonic adversaries. He has little patience for the infantry or General Meritos. Indeed, Hanariel perceived Meritos as a simpleton and believes that the General of the Infantry is ripe for retirement, particularly if one of Hanariel’s generals assumes his vacant station. Publicly, Hanariel does his best to appear conciliatory to the longer-serving Meritos. Hanariel is not as subtle as he believes and Meritos is well aware of his peer’s attitude and intentions and has already bought off most of Hanariel’s “loyal” servants. In due time, Hanariel may be the one facing retirement and Meritos will at last have the respect he believes he deserves. Hanariel views Alusiel and Srelial with something akin to awe, having known about the generals since Hanariel himself was a hamatula. He has spent considerable time contemplating the best means to give Srelial an honorable retirement, one that will allow the old pit fiend to die while doing great service for Hell. Hanariel obeys Dagos unquestioningly as he fears his immediate supervisor tremendously; he also despises him and believes that if he can eliminate Meritos and eventually the seemingly untouchable Srelial he may be in a position to even remove Dagos. Cavalry (General Srelial) The infernal cavalry contains the mounted troops. Light cavalry is composed of narzugons and sometimes barbazu mounted on nightmares. Heavy cavalry is mounted on anything from creatures such as the gathra to infernal dire beasts, and has hamatula as well as the lesser ranked riders. Cavalry is used to follow up or support infantry charges, or in the case of heavily defended targets (more often found in skirmishes with angelic foes than with The Abyss), directly follow a lemure assault to punch a hole through which the infantry can follow. A standard light cavalry squad tactic is the dual wedge charge. Two narzugons lead the charge leaving roughly 15 feet between them. Three others form the middle with four in the rear. The rows ride five feet behind each other, allowing the troops to the rear to target any survivors of the initial rush. When assaulting a position that has spearmen set to receive a charge, the lead troops will often fight defen-
sively or use Combat Expertise to its fullest, knocking away the set attacks while their companions in the rear form the real offensive. In such cases, the dual wedge will often reverse, sending four horsemen in the fore, with two bringing up the rear. Heavy cavalry mounted on an infernal dire elephant typically ride in a battle platform that allows them to fire arrows from relative safety. The platform provides ¾ cover and allows eight Medium sized devils to fight from it. The ninth member of the squad rides near the beast's head, guiding it. The mounts usually charge the enemy, trampling anything in their path, while the riders make sure any survivors do not last long enough to threaten their mount. Typical Cavalry Units Squad (light): Narzugon with nightmares (9). Squad (heavy): Barbazu (9) on infernal dire elephant. Squadron: 9 squads led by narzugon sergeant and narzugon lieutenant Company: 9 platoons led by narzugon master sergeant and narzugon 9th captain Battalion: 9 companies led by hamatula sergeant major and cornugon 1st circle major Brigade: 9 battalions led by cornugon command sergeant major and gelugon 9th circle major. General Srelial (7th circle 35 HD pit fiend, marshal 10): The pit fiend Srelial is one of the oldest pit fiends serving in the Dark Ministry. He is also one of the deadliest, unsurprising considering his successes in the War and his longevity in spite of numerous retirement attempts from former subordinates and peers. Although he technically has no greater authority over the Strategic Branch of Land, Srelial is the de facto leader through sheer will. It is unclear if he has any desire to see Dagos retired; he seems content to reap the benefits of his lofty station and appears to respect the sterling military sense his superior exhibits. Although he does not know it, Dagos respects Srelial and pays attention to his suggestions; Dagos has standing orders to have Srelial killed in the event it ever appears that he involved in an early retirement attempt against the Marshal of the Pits. Srelial regards Hanariel as a fool who deserves no better than an early retirement, but suspects that the General of the Artillery is far trickier than he appears. He views Meritos with disdain, but knows that the General of the Infantry can be conniving and dangerous. Despite the respect he has for him, Srelial has little good to say about Alusiel, whom he perceives as a snob; he believes that Galarond is a more worthy leader for the Strategic Branch of Aerial Assaults, but suspects that Galarond could also be a far greater threat to his current status. Infantry (General Meritos) Despite popular belief, the typical infernal infantry grunt is not a lemure. Lemures (and nupperibos) are considered to be ammunition, not soldiers. Barbazu make up the lower level infantry, with companies led by hamatulas. Infantry are used to seize and hold military objectives. The infantry moves in directly behind the initial lemure waves and makes short work of the wounded enemy. The infantry is more merciful than any other branch of the military; they make efficient killing their priority. Once they reach troops who have not suffered from the lemures' charge the infantry withdraws via teleport to
follow another wave. Infantry troops generally wait to summon aid until they have been reduced to a quarter of their hit points, the idea being that the summoned devils can finish the task that the soldier is about to fail through death. Infantry troops are allowed to withdraw for restoration once they are reduced to 5% of their hit points. Typical Infantry Units Squad: Barbazu (9). Platoon: 9 squads led by barbazu sergeant and hamatula lieutenant. Company: 9 platoons led by hamatula master sergeant and cornugon captain. Battalion: 9 companies led by hamatula sergeant major and cornugon 1st circle major. Regiment: 9 battalions led by cornugon sergeant major and gelugon 9th circle major. General Meritos (6th circle 24 HD pit fiend, rogue 15): Meritos is well aware of his peers’ disdain and, to his fury, their attitude not only frustrates him, but he knows it is well earned. Meritos is dull and plodding when it comes to matters of combat strategy and tactics. His ascension this far is not due to brilliant concepts or strategy, but his willingness to throw more and more troops against his foes until the enemy falls. Fortunately for Meritos, Dagos has no qualms with this philosophy as the Marshal of the Pit sees lemures and nupperibos as not worth any concern. The problem lies with the fact that Meritos wishes he were more of a military leader despite his clear prediction for ferreting out secrets and removing adversaries through intrigue. Meritos knows he would be better off serving in the Infernal Denomination of Espionage or Morale, but believes that there is more glory to be found in Strategy. He is wise enough to keep more talented, but timid, subordinates around, but wastes no time in discrediting or causing the disappearance of those that would threaten his station. Meritos knows better than to do away with those who would offer great service to the Legions, though; in such cases, he typically arranges for them to be promoted out of his Branch into another (usually Ground Assault if he can help it). On the other hand, he is very good at discovering those who are a detriment to the Legions and ensures that they are either at the front lines or else are caused to disappear or lose face when a promotion is possible. Dagos is well aware of Meritos’ scheming and his talents… and lack thereof. Dagos allows the general to continue his role because he values the unintended consequence of the General of Infantry’s behavior: he wheedles out those unfit for their roles lower in the ranks where it counts. Thus, Meritos will remain where he is until his usefulness to Dagos is ended. To Meritos’ credit, it is unlikely this will occur any time soon. The Strategic Branch of Sea (Admirals Kobbis, Laginus, and Meathe) The sailors of Hell's navy form a finely honed machine, keeping the massive warships of Perdition running and dangerous. Naval warfare is an often overlooked branch of the Denomination of Strategy, but is nevertheless an important one. Naval units are broken up by number of ships rather than troops. Typical crews of war class ships (known as vessels) number roughly the equivalent of a battalion of
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land troops. Smaller destroyer class ships (known as detachments) are crewed by the equivalent of a company of land troops. Command ships can carry the equivalent of an entire regiment, and the massive flagships of the highest ranking admirals are manned by nothing less than a brigade-sized crew. This does not count any marine units stationed on the ship, which are typically one unit size smaller than the crew. Another major difference in naval command and land forces is the command structure. While there is still a non-commissioned officer paired with commissioned officers, they are not as influential as their land-based counterparts. Instead, such influences fall with the First Mate, typically the second ranking officer. By and large, the sailors within the Strategic Branch of Sea are the most loyal to each other among those serving in the Infernal Denomination of Strategy. Due to the incredibly dangerous nature of their missions, they have little patience for blatant in-fighting; however, they are still devils and do not overlook opportunities to damage the reputations of peers that make foolish decisions. They view the rivalry between the Branches of Air and Land as idiotic. After all, the devils of this branch know good and well that they are the most important instructors in the Ministry and do not care if they are not immediately recognized for their service so long as the job gets done. Interestingly, despite the fact that barregons dominate the upper echelons of power in this branch, there appears to be little of their caste-wide treachery. This may be due to the fact that, unlike barregons elsewhere, those serving under Dagos are closely monitored and are generally more invested in the goals of Hell as a whole rather than those of the Prince of Stygia or Hell’s Pawn. However, 3rd circle Admiral Dulahad has become a recognized threat to Dagos; while the Marshal of the Pits is not entirely certain of the Admiral of the Styx’s activities, he knows (through both Corin and Zimimar) that the barregon is behaving in an extremely odd fashion and has quite a few barregons within the Denomination and beyond swearing fealty to him and to the Styx. Dagos plans on dealing with Dulahad once he establishes irrefutable evidence of his treachery and determines how tightly the Admiral’s clutches are wrapped around his Denomination. Aquatic (Admiral Kobbis) The submarines of Hell make up an elite force. They are often tasked with some of the most dangerous missions in the navy and hazard the soul-stripping waters of the River Styx. Scuba troops swim along the bottom of waterways, attacking unprotected (or under-protected) ships. Such missions are hazardous for, although devils (like all fiends) do not need to breathe, most will suffer from amnesia just by touching the Styx while long-term exposure results in oblivion as the devils eventually forget they exist (which is the goal scuba troops hope to achieve against their foes). Missions that are in waters other than the Styx typically are to disrupt cargo and supply shipments, or remove large battleships without undue conflict. Scuba troops swimming the River Styx rely on a number of protective spells and arcana to keep them from perishing in the hostile waters of the Depths Below. A long history of failures and experiments has perfected a variety of techniques and tools. The best known is a
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Table 6-5: Strategic Branch of Sea Unit Structure Unit Unit Composition Branch of Sea
As many Fleets as needed (typically nine)
Fleet
99 Forces and 1 Command Ship
Force
99 Armadas and 1 Command Ship
Armada
9 Flotillas and 1 Command Ship
Flotilla
9 Battalions and 1 Command Ship
Battalion Squadron Vessel
9 Squadrons 9 Vessels War class ship crew and marines
Detachment
Destroyer class ship crew and marines
magic collar forged of adamantine and soulsteel which keeps the Styx at bay known as a memory coil. The coil provides immunity to any water based attacks, including holy water; however contact with holy water immediately neutralizes the coil, leaving the devil open to future attacks. Likewise, the coil may be damaged or disrupted through sundering or dispel magic and similar spells, making the scuba troop subject to the ravages of the Styx. Submarines rarely summon aid due to their unique missions and equipment, but if combat erupts outside of the water, they have no compunction against summoning. Scuba troops are allowed to withdraw at any time that they see fit as their missions' successes do not always rely on dead enemy troops. Typical Scuba Units Detachment: Osyluth (9) Platoon: 9 squads led by osyluth able hand and osyluth lieutenant Squadron: 9 platoons led by osyluth petty officer and barregon commander Admiral Kobbis (7th circle 24 HD pit fiend, fighter 6/legendary captain 10/ legendary leader 5): Kobbis' status is that of a rising star. Only recently was Kobbis promoted to the status of 7th circle admiral after having served for some time as a 1st circle barregon admiral and, for only a short 100 years, a 3rd circle pit fiend admiral. All this time she undertook some of the most dangerous tasks for Hell. Kobbis is a calm, silent leader, exuding professional certainty with her demeanor. Although she seems slow to react, Kobbis is always thinking and evaluating, considering the mettle of her servants and of her peers. She never hesitates to send her troops to their deaths if it means success, but sees no value in wasting lives or sending fools out for punishment as in dying, they may fail Hell. Kobbis is not cowed by the fact that the other two 7th circle corps leaders have served the Dark Ministry for untold millennia. She knows she has earned her station and does not fear them; still, she is not interested in making enemies of them and typically defers to their positions so long as they do not interfere with her missions. Of the two, Kobbis respects Srelial more as she finds Alusiel’s obvious desire to retire Da-
gos a weakness that could (and eventually will) be exploited. She does not actively get involved with the decision making of the Admirals Laginus and Meathe, both of whom served longer than she. Rather, she watches patiently for the opportunity to embarrass them both enough to assume a de facto leadership role among the three. Kobbis respects Dagos greatly, but is fully in the pocket of Minister Zaebos. Marines (Admiral Laginus) Diabolical marines function very similarly to landbased infantry; it is fair to refer to them as “naval infantry.” Marines are the primary warriors in Hell’s navy and are responsible for taking coastal targets and forming boarding parties in the event of ship-to-ship fighting. Unsurprisingly, barbazu make up the bulk of marine forces with a fair amount of osyluths and some hamatulas; cornugons and barregons are frequently officers. A unit of marines one size smaller than the crew is a standard attachment for all ships; thus, a vessel is crewed by roughly a battalion, so it has an attached company of marines. Typical Marine Units Squad: Barbazu (9). Platoon: 9 squads led by barbazu able hand and osyluth lieutenant. Company: 9 platoons led by hamatula petty officer and cornugon commander. Battalion: 9 squadrons led by hamatula chief and barregon 1st circle captain. Admiral Laginus (6th circle 23 HD pit fiend, legendary dreadnaught 10, souleater 5, survivor 5): A belligerent pit fiend, Laginus is considered one of the cruelest senior officers in the Ministry, no small feat for a devil. He does not just seek the destruction of enemy forces, he seeks to cause as much collateral damage as possible. He does not just seek to kill enemy targets, he hopes to capture prisoners and deliver them to the Infernal Denomination of Morale for processing. He does not hope to reeducate those opposed to Hell, he wishes to liquidate them. Even among his peers, Laginus is viewed with concern as he seems to consider ways to harm them. Laginus is a devil at a crossroads. Once a prisoner-ofwar, Laginus realizes that what kept him from becoming a demon was his dedication to the teachings of the Ministry. He believes in Hell with his entire being and this belief has made Laginus as powerful force. If he were more focuses and interested, Laginus could well be the best general under Dagos; however, he hopes to serve well for a few more centuries before seeking promotion opportunities to the Ministry of Morale where he believes he would be the most productive. He has no doubt that he would make an excellent Dark Minister and hopes that Zimimar is not as cagey as she appears to be. It is this distraction that keeps Laginus from getting to involved in the intrigue among the senior officers of the Denomination of Strategy or even caring enough about them to have any strong opinions. Sailors (Admiral Meathe) Sailors are responsible for running war vessels. Typical tasks include manning cannons, navigating often treacherous waters, utilizing defenses during attacks, and general vessel upkeep. Vessels can range in size from small strike craft to
large ships the size of small Mortal Coil lordships. Every vessel boasts a few spell-cannons and every sailor is expected to be proficient with them. Larger vessels also have shields that range from simple protection from chaos/good or energy to spell immunity and spell reflections. Sailors summon aid immediately in the event of a boarding or as a precursor to a boarding in order to tip the odds in their favor as much as possible. There are no backlines in naval combat, so sailors fight to the death. After a battle is over, any survivors can seek medical attention. Typical Sailor Units Detachment: Small warship led by an osyluth 6th lieutenant with an erinyes 1st lieutenant. Vessel: Standard warship led by a barregon 6th circle commander with a osyluth 6th lieutenant. Squadron: 9 vessels led by a barregon 6th circle captain with a barregon 9th circle commander. Battalion: 9 squadrons led by a barregon 9th circle captain with a barregon 8th circle captain Flotilla: 9 battalions led by a barregon 6th circle commodore with a barregon 1st circle commodore Armada: 9 regiments led by a pit fiend 1st circle admiral with a barregon 9th circle commodore Admiral Meathe (6th circle 26 HD pit fiend, fighter 7/marshal 6): Meathe is in a very uncomfortable position. It has been during his long watch that one of his barregon admirals, Dulahad, has become more powerful and influential. Dagos has prided his Denomination for its loyal barregons and, if his suspicions are right, Meathe’s incompetence may have shattered this trend. For his part, Meathe believes he has suffered from incompetent or traitorous underlings and he is not far from the truth. Many of his lower ranking officers fear the Admiral of the Styx and refuse to get involved in whatever the barregon is doing even if it means the disgrace of their general. If it were not for Dulahad, Meathe would be a satisfactory commander, only slightly more productive that General Meritos. He knows that he has lost any support from the other generals and suspects that he will soon be retired. He is quite right for once Dagos uncovers the truth behind Dulahad, the Marshal of the Pit intends on making Meathe disappear.
Infernal Denomination of Supply (Dark Minster Baalzephon, Supply Master) Branches Engineer – prepares the battleground to favor the Dark Mini try; establishes defensive perimeters Quartermaster – handles supplies and ensures units are properly equipped and outfitted Transportation – oversees the movement of large, non-teleporting devices or troops Generals Engineer – Azabon, Farhisst, Gerrenck Quartermaster – Carhmoc, Elhiak, Tel’Relial Transportation – Lernok, Manhyn, Rassbal The Infernal Denomination of Supply is arguably at
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the center of the Ministry’s operations. Without this Denomination, not only would the primary instructors of the Denomination of Strategy find themselves in dire straits, but the other Denominations would swiftly find themselves unable to accomplish their tasks. Espionage would not have access to tools essential to their trade; Research would not receive the components necessary to complete their projects; neither Immortal Diplomacy nor Mortal Relations would be able to ensure that their clients received their material requests. In short, Supply is the engine that pumps the oil throughout the diabolical machine that is the Legions of Hell and all diabolical soldiers know it. The devils of Supply are among the most interesting in the Ministry. On the one hand, they are extremely organized, paying attention to the details of the contracts they receive, tending to the working orders of whatever wares they carry, and doing all they can to ensure that their charges reach their destinations in pristine condition (a relative term in Hell). On the other hand, the devils of Supply have no patience for non-devils, killing mortals out of hand when encountered and assuming that any powerful non-devils with whom they come into contact are an enemy intent on disrupting supply runs. Beings that encounter Supply soldiers must quickly reveal their allegiance to the Legions or risk immediate liquidation. Although no where near as disciplined as the devils of Strategy or even Espionage, those of Supply are vicious combatants that will go to great lengths to destroy threats to their missions. As indicated earlier, this Denomination is extremely organized; indeed, it would not be unfair to say that the devils of Supply are obsessive-compulsive. They are meticulous to a fault, making it difficult for their peers to look forward to dealing with them. There are strict guidelines in place for every order, for every transport, for entry into every infernal warehouse; failure to adhere to these guidelines – convoluted even by devil standards – runs the risk of requests not being met. Even generals from other Denominations are loathe to deal with their peers in Supply; despite knowing that the rules exist for a reason (to ensure productivity and eliminate the risk of theft), the devils of other Denominations see those of Supply as possessing misplaced attention since they do not often offer instruction on the field. The troops of Supply tend to view all other Denominations in the same light: fools incapable to appreciating the importance of Supply’s role and task. The only Denomination that the devils of Supply actively dislike are those of Promotion, particularly the agents of Logistics. The routine scrutiny of Supply logs and the persistent expectation for bribes has created greater and greater tension in the more recent centuries. Baalzephon controls her Denomination with work orders, contracts, and routine inspections. She expects warehouses to be spotless, manufacturing facilities to be always at peak performance, and shipments to arrive in timely fashion if paperwork has been filled out properly. She is very involved in day-to-day operations, so much so that her generals know that she knows everything in which they are involved. The Supply Master has demoted and even executed those who have attempted to redistribute supplies to their own benefit, an irony considering that she routinely does the same. Fortunately for her, she is one of the original Dark Ministers and the most vocal of the group, so there is no one capable of second-guessing her. It has only been recently that Baal-
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zephon has taken notice of the increased scrutiny from the Denomination of Promotion. To date, she has not addressed the situation with Minister Zaebos. Engineer Branch of Supply (Generals Azabon, Farhisst, and Gerrenck) Diabolical engineers work under the auspices of the Infernal Denomination of Supply. They lay traps, establish defensive perimeters, and otherwise tailor the battlefield to meet the Ministry's needs. No demon charge is allowed unmolested access to a diabolical perimeter. Casualties are horrible, as the enemy is bogged down and slaughtered. Traps, both magical and mundane, are the cornerstone of the engineers' work. Depending on the permanence of a base, a radius known as a kill zone may be prepared there around. Pit traps are common, particularly on Mortal Coil battlefields, but the best utilize sonic and fire damage, combined with dismissal or banishment effects. Proximity triggered dictums also find usage. Devils of the Engineer Branch also erect physical barriers against demonic advancement. The engineers work closely with the operatives of Mystic Defense in these endeavors; while the engineers construct and erect physical obstructions, the mages enchant them with magic or supplement them with magical walls. Most of the walls are more than just physical barriers; some are filled with shrapnel, others are covered in acid, while others grow and change to react to assaults. These are set around camps and bases and sometimes are triggered appear just before battle is met on the field. Of course, most demons can teleport past mundane obstacles, but the standard diabolical barriers are anything but; they are protected against teleport attempts through delay teleport, divert teleport, and other such wards. A demon carelessly teleporting within the boundaries of a diabolical establishment will find himself quickly in the hands of kocrachons and other researchers. Just as the engineers fortify their own camps, they are called upon to penetrate the fortifications of the enemy. Sappers move through enemy territory, removing and avoiding set traps to pave a smooth path for the Denomination of Strategy to assault. Wizards make up the largest class composition among the engineers, with rogues being found among the sappers. Both groups also find use for rangers and planar champions. The skills required by the Engineer Branch include Craft (trapmaking), Disable Device, and Search. Sappers also have high ranks in Hide, Move Silently and Spot. Most of the grunt work in the engineers is conducted by the hierrmagons, who have a knack for such things. They also make up the low level officers of the corps. Hamatulas excel as sappers, although plenty of hierrmagons are found here as well. All of the greater devils can be found in the higher echelons of command. General Azabon (7th circle 29 HD pit fiend, monk 16): Azabon has been recently promoted as one of the High Distributors of Supply. Meticulous and well aware of his responsibilities, Azabon is also quiet and reserved. As the High Distributor of Engineering, Azabon signs off on all activities and orders, and works closely with the other High Distributors to ensure that his wares reach their destinations. Dedicated as he is to efficiency, he
does not appreciate new ideas unless they have been proven on the field and does not appreciate preemptive changes to systems… which results in little change in his organization. Those that would try new things must be certain of their success or else suffer severe punishments. Azabon does not entertain suggestions frequently, believing that he has reached his level of success on his own merits. Suggestions from the other two senior generals in Engineering are generally ignored, which has created nothing remotely close to a team environment between the three. Azabon could not care less as he does not believe he needs Farhisst or Gerrenck to do his job, but the longer serving generals have noticed that Azabon has done well and fear that he may be right more often than not and simply go with his orders. Baalzephon does not like him at all as he is so organized and so numbers driven that she has not been able to scrape off the top without drawing undue attention to herself. Azabon is well aware of Baalzephon’s attitude if not the reasons behind it and does not really care as he knows she would be hard pressed to find a better High Distributor. Azabon also knows that if he continues to do well, he will continue to receive high commendations from Zaebos. General Farhisst (6th circle 28 HD pit fiend, scout 13): While Azabon has recently become the High Distributor of Engineering, Farhisst has served as the Senior Distributor for millennia. He oversees designs of new physical barriers, large siege engines, and other creations helpful to education in the field. Given that he spends a great deal of attention to work orders and pours over material requests before setting to work, it would not be unfair to expect that Farhisst is as meticulous as Azabon. The reality contracts the impression as Farhisst spends as little time doing much work and rarely truly understands the orders he is given as he is not well-versed in such matters, relying heavily on his subordinates. In the distant past, Farhisst was significantly more competent, but he ran afoul of Raptilion centuries ago after his designs botched the ability for one of the general’s operatives to safely reenter a fortified camp after a successful mission, resulting in the operative’s capture and hemorrhaging of information (before Raptilion himself entered the demonic stronghold and destroyed the devil in question). In retaliation for this abysmal failure, Raptilion infected Farhisst with a wasting disease that has slowly sapped the Senior Distributor of his higher-level cognitive skills. Farhisst has no idea to this day why his ability to lead has soured, but he is now fearful for his continued position as Azabon and Baalzephon are beginning to notice how heavily he depends upon his subordinates (who have made certain that their formerly talented leader is utterly without support). It is probable that unless Farhisst determines what ails him that he will be given retirement. In the past, Farhisst was a shoe-in for the High Distributor rank; this of course, is no longer the case. General Gerrenck (6th circle 25 HD pit fiend, blackguard 17): While Farhisst’s incompetence is due to a unique wasting disease, Gerrenck’s is due to feigned laziness. Having spent time in the Denomination of Supply since he was a barregon, Gerrenck has worked in every branch and has had many different responsibilities. In most cases, he has been extremely successful and experienced a fairly swift promotion track, in part due to
Zaebos’ recent interests. Now, however, Gerrenck seems largely unmotivated to do much since he does not believe Azabon will ever give him the opportunity to flex his wings and show how well the Engineers would function if he were to take his advice. As the Senior Distributor and the liaison to Strategy and the other branches in Supply, Gerrenck is aware of the challenges the Engineers face under the scrutiny of others and he has ways to address those concerns. Unfortunately, Azabon is uninterested and Farhisst has revealed himself to be a half-wit. Gerrenck has come to the conclusion that he can feign laziness, thereby convincing Azabon that he is not a threat, at which point he will move to retire him. Considering Azabon’s attitude regarding Farhisst and Gerrenck, the plan may just work. What Gerrenck does not know is that Baalzephon secretly hopes that he does make such a move as she doubts that Gerrenck would give her any trouble from her occasional fraud. Quartermaster Branch of Supply (Generals Carhmoc, Elhiak, and Tel’Relial) The Branch of the Quartermaster provides direct supply to the Ministry as a whole. They both produce and distribute weapons, armor, magical items, shelters, and everything else needed by the Legions of Hell. On the production end, hierrmagons slave endlessly at their forges, beating iron and soul steel into finished products. Hierrmagon and erinyes wizards toil over projects, churning out rings of electrical resistance, bracers of armor, and other magic items. Souls are often used to pay the XP costs of these creations. Distribution resembles a more militant operation. A platoon of quartermasters is attached to every troop regiment, and they pass on all issued equipment. Gaining the favor of a quartermaster is always beneficial to typical infantry or artillery grunts since their very existences may depend on the gear they are given. A company's attached quartermaster usually works with their master sergeant to determine what they need and how to obtain it. Quartermasters interact very closely with the Transportation Branch to make sure their own units are equipped to optimal performance. They also work directly with the Promotional Branch of Logistics; there are quite a few soldiers in the branch who spent time in the Denomination of Promotions. Quartermasters place high priority on their bargaining skills. As such, Appraise, Diplomacy, Intimidate and Sense Motive are important (to get the best gear for their unit) as is Bluff (in case they do not get the best gear for their unit). The production end of the quartermasters obviously places the most emphasis on Appraise and Craft. Quartermasters are usually composed of barbazu. Every so often there is an erinyes, although they are usually lieutenants. Hamatulas round out the lesser devils in the branch. As usual, the standard greater devils form the high ranking officers. General Elhiak (7th circle Order of the Bleeding Blade 35 HD pit fiend, spellthief 10): Referred to as The Quartermaster, General Elhiak is one of the most influential generals throughout the entire Ministry. He is also one of the most hated and, as a result, highly protected general. Aside from Baalzephon herself, Elhiak is
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the final authority on all weapon and distribution orders. He is manages the overarching budget for the Hells, evaluating everything from the in-flow of distilled souls and magical components to more mundane items like precious metals and stones. He charges exorbitant prices for all orders, ensuring that of the three branches under Supply, his is the wealthiest. He has used his status to enrich himself and to dictate policy in other Denominations to ensure that he continues to profit. Although the 7th circle generals of other Denominations have all long since determined their own methods of dealing with Elhiak (paying him off under the table for their own pet projects and needs), lower ranking officers generally detest him and most have retirement plans in place to deal with Elhiak. Of the generals in Supply, Elhiak is the longest served and almost as old as Alusiel and Srelial. The Quartermaster is leery of his current subordinates, both of whom he views as gifted and talented, and therefore threats to his station. He knows that they are in the pockets of Zaebos and has informed Baalzephon as much. So far, though, they have done excellent jobs (unlike their predecessors who disappeared some time ago). He is a confidant of Baalzephon, which in part accounts for his longevity. He is unusually loyal to her largely because he has profited greatly from her leadership; for her part, the Supply Master respects The Quartermaster’s control over his branch, its smooth operation, and its central importance to the entire Ministry. Baalzephon has gone out of her way to eliminate all threats to Elhiak’s status. General Carhmoc (6th circle 26 HD pit fiend, blackguard 7/rogue 8): Associate Quartermaster Carhmoc is the charged with distribution of all items to the rest of the Ministry. He ensures that all orders reach their destinations in timely fashions and, unlike those that held the position prior, is willing to arrive in the midst of combat to deliver supplies to those that need it. During his tenure in the Ministry, Carhmoc served most of his time in the Denomination of Strategy, first in the Infantry and then among the Destroyers; thus, he knows the importance of swift response to those in the trenches. Still, he is a canny negotiator, determining who receives their orders based upon political and professional standing and interest offers. Carhmoc is a recent promotion, alongside Tel’Relial. Like the Associate Quartermaster of Production, Carhmoc is a favorite of Zaebos and is an excellent leader and tactician. His placement in Supply has already had both a monetary impact on the Denomination and has reaped significant improvements in efficiency and victory for the Denominations of Research and Strategy respectively. He works very closely with Lernok and sees a potential (and easily malleable) ally in the Master of External Distribution). His proven track record has made Elhiak and Baalzephon wary of Carhmoc, who is as yet unaware of the grafting in which his two superior officers partake. Carhmoc is not weighed down by integrity, though, and it is likely that if he finds out what his superiors are doing that he will offer a deal to benefit the three of them. While he perceives Tel’Relial as a potential ally, he cannot read his peer and, as a result, only deals with her in professional matters. His best allies are those in the Branch of Logistics. General Tel’Relial (6th circle 23 HD pit fiend, maester 5/wizard 11): As the Associate Quartermaster of Production, Tel’Relial comes across more as a mem-
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ber of Research than Supply. Utterly uninterested in monetary gain other than for the cause of generating orders, Tel’Relial is wholly interested in providing the best items for the Legions. A recent promotion by Zaebos, Tel’Relial is well aware of Baalzephon and Elhiak’s activities, but could not care less so long as their proclivities do not interfere with her productivity. So far, she has kept her knowledge to herself, but has collected enough evidence to use if she deems necessary. Tel’Relial has no interest whatsoever in Carhmoc; although she recognizes his talents and his popularity, she is too invested in her work to get involved in politics. Tel’Relial is on excellent terms with the Denomination of Research, having once worked therein. She hopes to eventually return to Research as a 7th circle general over Mystic Defense. Since her tenure in Production, Tel’Relial has become a scourge to her subordinates, expecting superb results from them. She has increased quotas and has established production requirements for promotions. While her subordinates detest her, they are too busy to contemplate means to retire her… something neither Elhiak nor Baalzephon would allow just yet as she has been remarkably efficient. Transportation Branch of Supply (Generals Lernok, Manhyn, Rassbal) While all true devils have the luxury of teleporting at will there still exists the need to move large items and the non-teleporting troops over long distances. The Branch of Transportation addresses these needs. Large equipment covers the wide variety of siege engines, infernal beasts, and battle wagons of which the Legions of Hell make use. Non-teleporting troops may be fire giants, infernal petitioners, dragons, or undead soldiers in the employ of Hell. Teleportation circles and gates are utilized, but the arcane power required to create such things renders them a viable option only for the most important of missions. Air transport, using dragons or platforms hauled by particularly strong (advanced) malebranche are only slightly more feasible. Dragons tend to disdain being used as beasts of burden and malebranche are hardly noted for their swiftness on the wing. Land crawling caravans have their purpose but only for basic supplies and ammunition. Most demeaning of all is the back and forth teleporting of fifty pound packages and crates of equipment. Most members of the Transportation branch are wizards, sorcerers or psions with access to teleport, greater teleport, and the like. Many possess levels in the wayfarer guide prestige class (the class is known as the infernal transporter to devils and enhances their innate teleport spell-ability, removing the “self only? limit to their power in addition to the other benefits.). Some operatives are also self-proclaimed "clerics of Baalzephon" who access the Travel and War domains. Of course, they draw their power from traditional divine sources, and not the pit fiend herself, but this indulgence has stroked the blacklisted Minister's ego somewhat and has not drawn the ire of the other Ministers or the Courtiers of Perdition. Lower ranking members, such as those who escort the caravans, usually have access to expeditious retreat, haste and more advanced versions of such spells that last longer or affect more targets. Extend Spell is a common metamagic to find among the lower ranks.
Devils of nearly every type can be found in the transportation branch, although erinyes and gelugons make up the bulk of those with classes. Barbazu and spinagon are utilized for the fifty pound crate transport, and malebranche are used as both aerial transport and caravan guards. Only osyluth and barregon are seldom found in the branch. General Rassbal (7th circle 29 HD pit fiend, fighter 16): Rassbal, the Headmaster of Transportation, is a gruff devil who has spent most of his immortal existence within castes not known for their intelligence or personality, namely barbazu and malebranche. As a pit fiend, this continues to be reflected as Rassbal rarely has much to say and is very direct in his management of transportation… Or so it would seem. In reality, Rassbal is extremely intelligent and very observant. He has served for some time as the Headmaster of Transportation, but has long been in the pocket of Zimimar who hopes to collect as much information as she can on Baalzephon and Elhiak, both of whom she suspects of embezzlement. While Rassbal has no idea what Zimimar would do with the information gained, he does know that his time as her mole is swiftly drawing near and fully anticipates being highly rewarded for undertaking such a dangerous mission for so long. Within the Denomination of Supply, Rassbal is respected for his forceful demeanor and control over his subordinates, but for little else. The other 7th circle generals are sure to treat him well as they know that he has considerable influence over the delivery-side of their operations, but otherwise have little use for him. This suits Rassbal well as he cannot afford to give the impression that he is more interested in their activities than he otherwise should be. What Rassbal does not know is that Manhyn is also on Zimimar’s payroll and has been watching the Headmaster in turn. Fortunately for Rassbal, he has not engaged in any improper behavior and an appropriate reward is likely. General Lernok (6th circle 27 HD pit fiend, fighter 5/infernal transporter 3/rogue 5): Lernok is the Master of External Transportation, ensuring that large item supplies arrive to locations beyond Hell. He works very closely with Carhmoc in delivering materials, even agreeing with the aggressive Associate Quartermaster to ship in the middle of battles directly to the front. Lernok is boisterous and down-right unpleasant. He has personally executed those who have failed to ship essential items as he has no patience for failure. This brutality does not sit well with Baalzephon, but she cannot deny the productivity of his troops. Her concern is that eventually Lernok will face a full-fledged revolt and she cannot afford this to happen. She has yet to make her concerns clear to him as she wants to make sure that there is a worthy successor in the event she needs to remove or retire him. Lernok admires the terse Rassbal and hopes to one day replace him as the Headmaster of Transportation. He has no love for Manhyn, whom he views as a lightweight with a simple responsibility. General Manhyn (6th circle 26 HD cerbremancer 4/ psion 6/sorcerer 6): As the Master of Internal (or Infernal) Transportation, Manhyn sees to large shipments to locations within Hell. He often finds himself organizing large transports for each of the Perditions and their numerous Ministry sites each day, a job that requires a great deal of time and attention as errors could easily
offend the various Courtiers of Perdition who dislike interruptions at their keeps. The Bronze Citadel, Dis, Abriymoch, Tantlin, and Malsheem are the locations that receive the most frequent visits from Manhyn’s troops and he has taken pains to establish excellent ties with the various governors and low ranking nobles who continue to have interests in the Blood War. The only place in which he rarely sends shipments are Cania; Raithetarkon dislikes him for an ancient sleight and sees to his own methods for receiving large-scale shipments. An otherwise crafty negotiator, Manhyn has been extremely successful in his job, a position he undertook through the support of Zaebos and the secret guidance of Zimimar. Manhyn has been tapped by Zimimar to spy on Headmaster Rassbal, although she has not bothered to inform Manhyn as to why. Thus far, Manhyn has found nothing inappropriate in the Headmaster’s behavior and perceives him to be somewhat of a dimwit. He likewise is bemused by Lernok’s status. However, Manhyn has noticed occasional irregularities in his reports and is slowly beginning to become concerned that he is being set up. What he does not know is that Baalzephon herself has adjusted his records to her own benefit. Manhyn has yet to approach Zimimar with his fears and is not entirely sure he wants to implicate himself without having more information.
The Dark Ministers The Dark Ministers of Hell are among the most powerful devils in Hell and certainly the best known devils to those familiar with the spirits of the Cosmos. Their interests have a far greater impact on the live of mortals and immortals than the Courtiers of Perdition largely due to their involvement in the Blood War. While the Dukes of Hell vie over their place in Hell’s politics and with time-consuming plots with mortals in the material plane, and while the arch-devils and Lords of the Nine attempt to subvert the direction of mortal lives and the wills of the gods and other cosmic entities over the course of millennia, the Dark Ministers are involved in the day-today activities of a war that, for all points and purposes, is waged in order for the victor to claim the right to dictate the nature of Evil. The Dark Ministers decisions often have far more relevance to the lives of mortals as devils compete directly for their souls not just in the material plane, but in the devils’ interactions across the Cosmos. The Dark Ministers are not members of the Courtiers of Perdition. They are not nobles in any sense; rather, they are purely military beings, dedicated to fulfilling the mission The Overlord of Hell established for them. They are committed to the reeducation of all other fiends, intent on purging them of the degrading nature of Chaos and the wasteful selfishness of Neutrality, and they pursue this commitment, ostensibly, with little concern for Hell’s politics. This is, of course, is the superficial view. While they are not nobles, the Dark Ministers wield political clout just shy of that possessed by the Dukes of Hell and they far outstrip the authority of lower-ranked nobles. In this regard, as a group they have contacts and access to supplies and armament on par with any one of the Lords. They can influence the lower rungs of a Lord’s retinue and they know which noble servants to approach for additional information or assistance. Such actions, though, are not taken lightly and usually require the majority agreement of the Ministers. Even those branches with open lines to the Dukes of Hell
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are reviewed every three years to ensure that they continue to meet Ministry needs without getting overtly (not overly) involved in the politics of Court. One thing the Dark Ministers do not do is play favorites with the Courtiers. After all, the Dark Ministry was established with devils from different Perditions who partook in the defeat of sitting Lord-Regents and this foundation continues to impact how the Dark Ministry functions in relation to the Courtiers. Even Bael, the warmongering Lord of the First, is not accorded any special accord beyond that of the other Lords (he is simply, out of courtesy given his dedication to the Blood War, included in most communiqués). This, more than anything, allows the Dark Ministry to function without having to worry about outside influences. Despite the desire not to appear inappropriately involved with the nobility, the Dark Ministers are far more interested the success of devils in the Blood War than offending nobles; they will not hesitate to issue orders that conflict with those of a Duke or even a Lord of the Nine (save Asmodeus himself) if they believe their decision will move the Legions of Hell closer to victory. The Dark Ministers exist in an odd position, then, within Hell; they are powerful and non-political, but possess no little influence in a political environment. The Dark Ministers themselves meet often and always in Malsheem, the largest fortress in the Cosmos located on the deepest rift of Nessus, Ninth of the Nine Perditions and home of The Dark One, Asmodeus. At least every three months, the Dark Minister conference in order to ensure that their respective Denominations are in sync with the dominant campaigns of the War. These meetings are professional and efficient; they are recorded in their entirety and referred to as necessary. The pit fiends show no love for each other, but historically respect each others positions… at least on the surface. Other beings are not allowed to enter these proceedings without the agreement of a majority of the Ministers (they may call upon The Dark One to break ties, something they are loathe to do). In most cases, the Dark Ministers allow their cohorts and/or favored aides to attend; such creatures do not speak unless given leave to do so by their master. On extremely rare occasions, nondevils have been allowed in on meetings, often emissaries of powerful creatures or else those who have important information to share with the Dark Generals of Hell. Although he is under no obligation to do so, The Dark One typically meets with the Ministers thrice per year and only to keep up to date on the happenings in the field (information he is already aware of and typically does not care much about). Despite the appearance of a unified front among the Dark Ministers to 99% of the Legions of Hell, there are factions within the coven and, while each Dark Minister firmly believes that his or her opinion will help ensure Hell’s victory, these factions often have as much to do with final decision as not. There are essentially two large camps that have nothing to do with politics or even Denominational parallels, but more upon personal preference (the closest to friendship among the pit fiends). Ostensibly, Baalzephon is the most vocal and influential of the eight, her tenure among the group, the success of the Infernal Denomination of Supply, and her own personal enrichment all granting her the greatest impact in the group. Aside from Furcas, the others fear to offend her as they know that the efficiency of their duties rely heavily on her pleasure. While Baalzephon would never
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do anything to severely hamper the Legions, she would ensure that a sitting Minister was so thoroughly proven incompetent that he or she would be swiftly retired. She cannot conceive of any plots against her as the thousands before have failed (the only good thing about her being blacklisted as far as she is concerned). However, there is growing animosity towards the Supply Master and Zimimar is silently leading a charge against her. In many ways, Zimimar has positioned herself as the second-most influential Dark Minister and the others have, largely in reaction against Baalzephon, flocked to her. Zimimar does not believe that the Dark Ministry can afford to have a single leader as the mandate handed down by Asmodeus dictates otherwise and she is uncomfortable with her growing authority given this fact. However, she has not stopped seeking alliances with the other Ministers and is dedicated to her investigation of Baalzephon. The longest serving Minister after Baalzephon and Furcas, Zimimar is a deadly adversary and her station as the head of Morale – and the military police and dread inquisitors – gives her significant power. For millennia, it was professional courtesy that kept Zimimar from using her to investigate sitting Ministers, but she is slowly beginning to ignore the past as she is growing tired and suspicious of the Supply Master. She has already placed some spies in the upper ranks of the Denomination of Supply with help from Zaebos, the Minister of Promotions. Zimimar has taken advantage of Zaebos’ overtures for an unsaid alliance in promoting cornugons, barregons, and gelugons. Ironically, Zimimar is also wary of Zaebos. She has noticed some strange developments since the Ministers unanimously agreed to a change in the promotion policy which granted the individual Denominations promotion rights over all lesser devils while the Ministry of Promotions handled greater devils. Zimimar now fears that this was a mistake and has approached Furcas with as much. Although Zimimar is uninterested in creating intrigue among the Dark Ministers, she has found herself reporting a great deal of information to Furcas, the most respected of the Ministers. Zimimar also finds that she works closely with Corin. Although she hardly trusts the Spymaster, Zimimar knows that aspects of her job cannot function without him. Corin, who keeps to himself, is well aware of how Zimimar is witlessly increasing her station; having no problem with a single leader among the Ministers and uninterested in such a lofty position at this time, he would support Zimimar if she were to grab the reigns of power. Dagos, Pearza, and Zapan tend to remain on the periphery of the slowly simmering intrigue in the Dark Ministry. Dagos would rather fight and only speaks when necessary in coven meetings. Still, he is also growing weary of Baalzephon and it is likely that once Zimimar is aware of his displeasure, she will approach him on the matter. Zapan, a former general under Furcas, sees himself as the next true leader within the Ministry. Fortunately for him, he is too invested in his Denomination and with his occasional, secret meeting with Asmodeus for his intentions to be clear to the others. Although he has no love for Baalzephon, Zapan recognizes her status and defers to her. He has no idea of Zimimar’s growing block of support. Pearza is the one devil that is truly benefiting from Zimimar’s investigations. As her interest in the Blood War is based upon continuous access to research speci-
men and materials, she is something of an aberration among the eight. In the past, her kind would have been swiftly retired, but the distractions caused by Zimimar have allowed her to not only flourish, but for her Denomination to greatly impact the Legions efficiency. Furcas, his eyes on an all but guaranteed place in the Court of Dis, has historically allowed Baalzephon to dominate Ministry proceedings. He continues to ignore Zimimar’s protests regarding the Supply Master (who he comes as close to liking as possible), but is concerned over her suspicions with Zaebos as he too has noticed some strange developments in Promotions. Furcas, for his part, sees Zimimar as potentially taking control of the Dark Ministry; given that the Ministers are technically all equals and has worked as a committee since the death of Cantrum, he is not certain he likes the possibility but is far less concerned about this now than would have been thousands of years ago. One of the most interesting aspects of the Dark Ministry is the fact that only two of the original nine continue to serve, Baalzephon and Furcas. The first to leave the Ministry was the greatest of the nine, Cantrum. Cantrum is often credited as being the first devil approached by Martinet and the former Marshal of Nessus who supposedly turned coat on Asmodeus and fled to serve under Geryon, the Lord of the Fifth before the Dies Irae (now revealed to have been a ploy orchestrated by The Overlord). One of the greatest pit fiends (and possible a Nessian pit fiend), Cantrum became the de facto leader of the Dark Ministry by virtue of his political and personal status and led the now defunct Infernal Denomination of Command, the bureaucracy that oversaw the entirety of the Ministry and maintained ties with the Court of Nessus. Unfortunately, Cantrum was destroyed a mere century after the Dark Ministry was established. There are two dominant legends that relate Cantrum’s demise. The most popular says he was destroyed when a powerful paladin led an army of angels into Hell. RaThan was this paladin’s name and he was tricked by demons to descend into Hell to destroy all nine of the Dark Ministers. Through will, the blessings of his gods, and inconceivable luck, he was able to descend deep into Nessus where he met the Dark Ministers face-to-face. Even as the remnants of his army were destroyed by the waves of devils the Ministers summoned, Ra-Than charged directly for Cantrum and plunged his enchanted dagger into the pit fiend’s chest. While some legends claim he was swiftly killed by the remaining Ministers and others suggest that he escaped (and would later be destroyed by the Demon Prince of The Undead, Orcus), all agree that he succeeded in destroying Cantrum. The other legend, promoted by many lower ranked devils (who cannot conceive of a mortal killing one of the Dark Ministers), suggests that a rogue squamugon, again tricked by demons, backstabbed Cantrum with an enchanted dagger. Whatever the truth, after Cantrum fell, the Dark Ministers witnessed an amazing and deplorable reaction: a tremendous loss of morale among the troops. They found that the presence of eternal leaders in a vein similar to that of the Lords of the Nine was essential in maintaining dedication to imposing the right of Hell upon Creation and reeducating the Cosmos. After the brief period of insurrection that followed Cantrum’s destruction was brutally put down, the Dark Ministers devised a plan. They displayed the dagger of RaThan (as the assassin’s weapon came to be called) for 1001 days before Malsheem during which time every
single warrior in Hell had to pass before it. During the ceremony, the Dark Ministers guaranteed that never again would a single Dark Minister perish until the mission of the Legions passed to the devils by The Overlord was achieved: the reeducation of Creation under the gospel of Hell. So fervent was the need to believe in something that since the 1001 Days of Confirmation that all devils subconsciously accept that there are never new Dark Ministers that replace old ones. Any suggestion that a Dark Minister has died or has been retired guarantees the accusation of treason and the casting of the perpetrator in the Pit of Darkness. Devils, being what they are, still strive to overthrow their leaders. A devil that knows the laws, how to manipulate them, and knows that it could do an equal, if not better, job than a superior will always seek to take control of any organization. It is possibly this fact that allows powerful devils, usually pit fiends of 4th circle general ranking and higher, to conceive of the possibility of retiring a Dark Minister. In their souls, they effectively assume the station of the Minister, replacing only the person, not the integrity of the position. It is the status of eternal tyranny that these pit fiends seek to maintain. In this way, insufficient or foolish Dark Ministers can be removed, allowing more talented Ministers to assume the role. When a former Dark Minister is retired or, more rarely, promoted into the Courtiers of Perdition, the remaining Ministers find the best suited branch lead within the departed pit fiend’s Denomination to replace him. Revealed with the truth and the importance of the lie, the replacement (often the devil responsible for the retirement) assumes the name of the original Dark General. If any devils notice the obvious changes in mannerism, attire, and/or gender designation, they subconsciously meld the new behaviors into their expectations and no one knows any different. So pervasive is this power of belief that it has flowed out into the rest of the Cosmos. Only a few spirits seem capable of recognizing different Ministers (angels, 20+ HD outsiders, and all daemons interestingly enough). Despite the intrigue that will forever plague the Dark Ministry, the members of this group remain the most dangerous and politically powerful pit fiends in the Cosmos because they are all equally committed to Hell’s victory. While the primary focus is always the war effort, the Ministers are always arranging alternative plots to bring about Hell’s victory all the faster. The most recent is something called The Bringing. The Dark Ministers know that there is something grand and powerful deep within the Pit of Darkness at the bottom of Malsheem. They believe that whatever remains hidden in the depths of Hell will require special enticement to be drawn forth and, upon arriving, will lead Hell to total victory over The Abyss. To this end, the Ministers have been collecting billions of lemures (not larvae despite some reports). These are not just any lemures; they are those of especially powerful mortals or, and preferably, those goodly mortals who were cursed (or accursed) into lemures. Once the Dark Ministers reach an inconceivable number of such lemures (possibly 999 trillion), they will sacrifice them all in a terrible eldritch display. The collection of these souls is slow going since the Dark Ministers, particularly Dagos, know that they need a steady supply of ammunition and potential troops and that they compete with the Courtiers of Perdition for new souls.
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What is amazing about The Bringing is not a single one of the Dark Ministers have any idea of the truth of Asmodeus nor have they been given any clues by The Overlord. Delighted with these events, Asmodeus has done nothing to indicate any special interest in their activities, anticipating that this will keep prying eyes away from their plot.
Baalzephon, Supply Master Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: A gold coin resting on a tongue protruding from red, feminine lips a black inverted triangle. Rogue 5/Toll Warden 10 Hit Dice: 37d8 + 15d6 + 520 (739 hp) Initiative: +21 Speed: 40 ft., fly 60 ft. (average) AC: 58 (-1 size, +8 armor, +13 Dexterity, +23 natural, +6 deflection), touch 27, flat-footed 58 Base Attack/Grapple: +45/+62 Attack: Claw +58 melee (2d8+13) Full Attack: 2 claws +58 melee (2d8+13) and 2 wings +56 melee (2d6+6) and bite +56 melee (4d6+6 plus poison and disease) and tail slap +56 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict, demand toll, fear aura, greater collect, improved grab, spell-like abilities, summon devils, sneak attack +6d6 Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., evasion, immunity to fire and poison, master of misappropriation, resistance to acid 30 (20), cold 30 (20), electricity 30, and sonic 30, regeneration 10, see in darkness, spell resistance 49, telepathy 300 ft., tincture of treasure, trap finding, trap sense +1, uncanny dodge, weigh the wealth Saves: Fort +38, Ref +41, Will +44 Abilities: Str 37, Dex 36, Con 31, Int 27, Wis 28, Cha 28 Skills: Appraise +52, Balance +15, Bluff +60, Climb +34, Concentration +31, Decipher Script +20, Disable Device +37, Diplomacy +33, Disguise +54 (+60 when acting), Forgery +52, Gather Information +35, Hide +50, Intimidate +40, Jump +38, Knowledge (arcana) +30, Knowledge (nature) +21, Knowledge (the planes) +48, Knowledge (religion) +30, Listen +58, Move Silently +68, Perform (oratory) +20, Search +54, Sense Motive +47, Sleight of Hand +47, Spellcraft +36, Spot +64, Survival +9 (+13 on other planes, +15 tracking), Tumble +54, Use Rope +15. Feats: Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Diligent, Improved Initiative, Iron Will, Leadership, Multiattack, Power Attack, Quicken Spell-like Ability (greater teleport), Skill Focus (Appraise) Epic Feats: Additional Ring Space (x2), Epic Leadership, Epic Reputation, Epic Will, Superior Initiative Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Unique (Solitary), with bodyguard (Gelverted), or troupe (3 pit fiends, 9 cornugons, and 18 erinyes) Challenge Rating: 37 Treasure: Possessions plus triple standard Alignment: Lawful Evil
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One of the two original members of the Dark Ministry, Baalzephon stands with Furcas as the most influential. As the Supply Master of the Legions of Hell, Baalzephon makes sure that Hell’s armies are equipped with everything from weapons and magic items to souls for sustenance. And, like any devil, she sees to it that she scrapes enough off the top for herself. Baalzephon’s background is unclear. Some sources state that she was once a member of the Court of Dis, while others say she was low ranking general in the Court of Minauros. Either location would have suited her talents, as Baalzephon excelled in tracking down and acquiring items of great power for her superiors as well as tracking down potentially lucrative mortal souls. Greed is the nature of the Supply Master. Her covetousness rivals that of Mammon, so most scholars tend to associate her with the Lord-Regent of Minauros. At some point in the distant past right before the Dies Irae, Baalzephon crossed Mammon. Although many suspect that it is her station in the Dark Ministry that has stayed Mammon’s hand, the truth is that the Lord of the Third himself has actively seen to it that Baalzephon is kept alive. Mammon has decided that the best punishment for Baalzephon is to rob her of what she currently most desires: promotion into the Courtiers of Perdition. Effectively “blacklisted,” Baalzephon will seemingly remain a member of the Dark Ministry for eternity, never to receive recognition for her services. Repeated overtures to Mammon by Baalzephon have been ignored as the Lord of Greed seems dedicated to his revenge. Despite her plight, Baalzephon remains a powerful presence among the Dark Ministry. Her control of the supply lines ensures that her words are taken very seriously. In fact, in many ways, Baalzephon is the most influential of the Ministers, regularly issuing her opinion and always scraping a great deal aside for herself. The others, save perhaps Furcas, despise her and await the day she is either finally promoted (since Mammon has not publicized her situation for some reason known only to him) or “retired” (something that will not happen unless Mammon or Asmodeus allow it). Baalzephon shares physical traits of a traditional pit fiend and an erinyes. She has the shapely, attractive general form of an erinyes, complete with lacquered claws, stately yet seductive gowns, and modest but expensive jewelry. However, she is bald, has the long, serpentine tail, hoofed feet, great wings, and horns of a pit fiend; her fangs are usually, but not always, concealed. Combat Baalzephon loathes fighting. She prefers to rob and steal. In most cases, if combat appears imminent, she will summon a pit fiend before teleporting or planeshifting away to safer environs. However, if someone steals from her or she finds herself trapped, Baalzephon reveals that she is a terrible adversary. She will open up with a meteor swarm and then summon reinforcements. She will then unleash greater dispel magic and blasphemy attacks, followed by mass hold monster and power word stun. Then, if her enemies are still standing, she will activate her ring of sequestering and attempt sneak attacks and cast fireballs centered on her person. Those who appear to detect her despite her invisibility are targeted by greater dispel magic and another meteor swarm. In all cases, Baal-
zephon seeks to place as many other devils within the path of her enemies as possible. Constrict (Ex): Baalzephon deals 2d8 + 26 points of damage with a successful grapple check against Medium or smaller creatures. Demand Toll (Sp): 3/day, Baalzephon can command that an item or sum of money be surrendered to her. This affects a single target within range of her voice, who is then entitled to a Will save (DC 29). Failure causes the victim to be dazed for 1d3 rounds and surrender the item or money. Success simply causes the victim to be dazed for 1d3 rounds. A creature gains a +4 bonus on their save if their most valuable possession is demanded, and a +2 bonus if their second most valuable possession is demanded. Due to Baalzephon's Master of Misappropriation special quality, she can continue making demands on a creature's wealth until they fail a save, although the Will save DC decreases by 1 every round. This is a mind-affecting, language dependent ability. Disease (Su): A creature struck by Baalzephon's bite attack must succeed at a DC 38 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Fear Aura (Su): Baalzephon can radiate a 20-footradius fear aura as a free action. Creatures in the area must succeed on a DC 37 Will save or be affected as though by a fear spell (caster level 37th). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura. Greater Collect (Su): Baalzephon can always take 10 on Sleight of Hand checks. Furthermore, she can take items one size larger than normal, and hide them on her person as a supernatural ability. Improved Grab (Ex): To use this ability, Baalzephon must hit a Medium or smaller opponent with her tail slap attack. If she gets a hold, she can constrict. Poison (Ex): Injury; Fortitude DC 38; initial damage 1d8 Constitution, secondary damage death. Regeneration (Ex): Baalzephon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), locate object (items possessed for at least three hours only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 3/day – meteor swarm and symbol of pain; 1/week – discern location (touched object only); 1/ month – wish. Caster level 37th; DC 19 + spell level. Summon Devils (Sp): Thrice per day, Baalzephon can automatically summon four lemures, osyluths, or hamatulas; or two erinyes, cornugons, gelugons, or pit fiends. Tincture of Treasure (Su): Baalzephon constantly detects anything of monetary value. By concentrating on the effect (a move equivalent action that does not provoke attacks of opportunity), she can discover more information. The first round (always active) allows her to ascertain whether there are objects worth more than 333gp in the vicinity. The second round shows her the approximate location and number of places where such wealth is kept. The third round gives an approximation of the value of the item(s), so long as Baalzephon suc-
ceeds on an appropriate Appraise check as a free action. Vanishing Vault (Su): Baalzephon can access an extraplanar vault to store her wealth within. This vault functions similarly to a bag of holding, but there is no weight limit. A total of 100 cubic feet can be stored in Baalzephon's vault. The vault cannot be entered; its only purpose is to store items and effects until they are needed to be retrieved. The vault can be accessed as a standard action using the opening to any container or bag that is in Baalzephon's possession. Possessions: As Supply Master of the Legions of Hell, Baalzephon has access to an incredible array of equipment. Within an hour she can obtain access to nearly any item she requires. She always wears four magical rings, usually a ring of protection +6, a ring of blinking and freedom of movement, a greater ring of universal elemental resistance, and a ring of sequestering. Her necklace functions as bracers of armor +8 and moderate fortification, and she always wears a gown of scintillating colors with no duration limit on its usage and a DC of 31 against its effects. Cohort: Baalzephon is usually accompanied by her bodyguard, a cunning and relatively loyal hamatula known as Gelverted. (25 HD hamatula, fighter 20).
Corin, Spymaster Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: Fiendish hand emerging from a pair of bat-like wings, all dark red, on a black inverted triangle Rogue 10/Epic Infiltrator 12 Hit Dice: 27d8 + 22d6 + 312 (475 hp) Initiative: +13 Speed: 40 ft., fly 60 ft. (average) AC: 45 (-1 size, +13 Dexterity, +23 natural), touch 22, flat-footed 45 Base Attack/Grapple: +38/+55 Attack: Claw +50 melee (2d8+13) Full Attack: 2 claws +50 melee (2d8+13) and bite +48 melee (4d6+6 plus poison plus disease) and 2 wings +48 melee (3d6+6) and tail slap +48 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict, crippling strike, fear aura, improved grab, read thoughts, spell-like abilities, summon devils, sneak attack +9d6 (see below) Special Qualities: Damage reduction 15/epic, good and silver, darkvision 60 ft., evasion, far senses, immunity to fire and poison, improved cover identity, improved uncanny dodge, mind blank, resistance to acid 15 and cold 15, regeneration 7, see in darkness, specialist training (concealment, espionage, interaction x2), spell resistance 47, telepathy 200 ft., trap finding, trap sense +3, uncanny dodge Saves: Fort +34, Ref +39, Will +36 Abilities: Str 37, Dex 36, Con 27, Int 31, Wis 26, Cha 29 Skills: Balance +17, Bluff +67, Climb +34, Concentration +37, Decipher Script +28, Diplomacy +48, Disable Device +38, Disguise +67 (+73 when acting in character), Escape Artist +41, Forgery +59, Gather Information +64, Hide +59, Intimidate +60, Jump +34, Knowledge (arcana) +31, Knowledge (nature) +20, Knowledge (the planes) +39, Knowledge (religion) +31, Listen +40, Move Silently +63, Open Lock +41, Perform (act) +13, Search +45, Sense Mo-
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tive +32, Sleight of Hand +37, Spellcraft +33, Spot +51, Survival +17 (+19 above ground, +21 other planes, +21 tracking), Tumble +42, Use Rope +13 (+17 with bindings), Use Magic Device +49 Feats: Arterial Strike, Combat Expertise, Hamstring, Improved Combat Expertise, Improved Feint, Investigator, Leadership, Multiattack, Power Attack, Quick Draw, Quicken Spell-like Ability (blasphemy), Quicken Spell-like Ability (greater invisibility) Epic Feats: Epic Leadership, Epic Reputation, Epic Will, Lingering Damage, Polyglot Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Unique (Solitary), or squad (3 pit fiends, 9 gelugons, 27 osyluth) Challenge Rating: 35 Treasure: Possessions plus triple standard magic items. Alignment: Lawful Evil The Spymaster of the Dark Ministry, Corin is the most mysterious of his peers. A master of disguise and lies, there is very little of which Corin is unaware when it comes to matters concerning Hell. He has spies scattered across the Cosmos, from the lowest reaches of the endless Abyss to the sweet waters of Elysium. However, while the acquisition of information is important to Corin, his primary interest is the elimination of Hell’s enemies. Corin’s background is a mystery. While it is known that he is the fourth “Corin” to serve as a Minister, it is unclear if his predecessors met with “accidents” or if they were promoted into the Courtiers of Perdition. Many believe that most, if not all, “Corins” came out of the Court of Maladomini, a place where intrigue runs thick. No one knows for certain; Corin’s true background is even more difficult to ascertain because he happens to have a great rapport with both cornugons, devils typically identified with His Grace, Beelzebub the Lord of the Seventh, and gelugons, devils typically identified with His Grace, Mephistopheles the Lord of the Eighth. It is possible that both Lords are interested in currying the Spymaster’s favor, perhaps grooming him for an eventual offer to join their courts. The truth of the matter is that Corin is fully in the pocket of the Dark Lord of Nessus, Asmodeus, and that he does as The Overlord of Hell commands… a rare occurrence considering that Asmodeus typically allows the Dark Ministry to do as it pleases regarding the Blood War. Within the Dark Ministry, Corin is neither seen nor heard with any frequency. He provides a great deal of information to all Denominations in the Dark Ministry, particularly Immortal Diplomacy, Mortal Affairs, and Strategy. He intercepts communiqués from a variety of sources – largely military – and spies routinely on daemon mercenaries. Corin does not interfere with internal conspiracy situations, as that is the province of Zimimar, but he does get involved with the politics of the Courtiers of Perdition, giving information to Asmodeus himself if a powerful noble seeks to betray Hell. Corin has many different shapes and forms. In a way, he is the most “chaotic” of the Dark Ministry, capable of employing numerous disguises within a short period of time. In meetings, he typically appears as a gaunt pit fiend with a long black cloak; none of his peers believes this to be his true form. Combat
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Corin actively avoids combat. If threatened, Corin is prone to teleport away immediately. If forced to fight, Corin’s favorite method is to cast greater invisibility immediately, then attack. His first sneak attack is always an arterial strike, and his second always a hamstring. If foes can see him, he will always attempt a feint in combat. He will make ample use of his scale stored weaponry while maximizing his armor class through Combat Expertise, causing all manner of havoc with a wide variety of unexpected threats and remaining largely untouchable himself. If possible, Corin likes to lead unwary, angry foes into a pre-laid symbol trap, or into an area wherein he summoned a few devils. He is even likely to take the shape of a foe, attack a powerful creature in his new form, and then lead it to his enemies. In essence, Corin is the most unpredictable of the Dark Ministry in a fight, making him a difficult opponent. Constrict (Ex): Corin deals 2d8 + 26 points of damage with a successful grapple check. Disease (Su): A creature struck by Corin's bite attack must succeed at a DC 31 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Far Senses (Su): 5/day, Corin can extend his vision or hearing into an area beyond his normal range, to a distance of 260 feet. He must have personally visited the area prior to using far senses on it. He may use this ability in conjunction with his read thoughts ability. This power otherwise functions as a clairaudience/ clairvoyance spell. (Caster level 32nd) Fear Aura (Su): Corin can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 27th). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura. Improved Cover Identity (Ex): Corin has three active cover identities at any one time. Two are secondary covers, providing a +4 circumstance bonus on Disguise and a +2 circumstance bonus on Bluff and Gather Information checks. The other is a primary cover, providing a +8 bonus on Disguise and +6 on Bluff and Gather Information checks. With the Pool of Unbridled Thought, Corin may 'retire' a cover identity in nine minutes, rather than a week. Improved Grab (Ex): To use this ability, Corin must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Mind Blank (Sp): Corin is constantly under the effects of a mind blank spell. (Caster level 32nd) Should this ability be dispelled, Corin may reactivate it once per day. The effect is automatically renewed daily. Poison (Ex): Injury; Fortitude DC 31; initial damage 1d8 Constitution, secondary damage death. Read Thoughts (Su): 3/day, Corin may read the surface thoughts of any single creature he desires. This functions as the detect thoughts spell, except that it immediately reveals the surface thoughts of the creature. Caster level 32nd; DC 32 Regeneration (Ex): Corin takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Sneak Attack (Ex): Corin deals 9d6 additional damage and 2 points of Strength damage when he catches a foe who is flanked or denied his Dexterity bonus to armor class. This damage repeats on the following round.
Corin may sacrifice 1d6 points of damage to cause a bleeding wound, or 2d6 points of damage to reduce an opponent's speed in half. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day – meteor swarm and symbol of pain; 1/year – wish. Caster level 27th; DC 19 + spell level. Summon Devils (Sp): Thrice per day, Corin can automatically summon two lemures, osyluths, or hamatula; or one erinyes, cornugon, gelugon, or pit fiend. Possessions: Corin possesses a sky-blue soul gem that contains the essences of several hundred beings called the Pool of Unbridled Thoughts. With this gem, he can access the memories and lives of the souls trapped within, greatly aiding him in establishing cover identities as described above. A number of the Spymaster’s scales have been enspelled to produce various effects. Three scales on Corin's body can be activated to produce the effects of haste, mirror image or deeper darkness (caster level 25th). Each scale may be activated nine times per day as a swift action. Corin has several other enchanted scales on his body which function similar to bags of holding and gloves of storing. Accessing an item from a scale is considered the equivalent of drawing a weapon for Corin. Corin stores a wide variety of items in these scales, from dancing swords to rods of wonder. He has mundane items as well, such as caltrops, tanglefoot bags and self activating traps. One can be sure Corin will have any item for nearly every situation. Corin's other item of note is the Cloak of Uttervoid. This jet black cloak provides Corin with a +20 bonus to Hide and Move Silently checks, and attacks directed at him suffer a 60% miss chance. Those who miss with melee attacks due to this effect suffer 10d6 points of cold damage and gain 1d4 negative levels; there is no save to avoid this effect. Cohort: Belmhus (10 HD osyluth, assassin 24) is Corin’s chief administrator and his personal assassin. He is extremely loyal and a former agent of the Order of the Fly.
Dagos, Marshal of the Pits Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Huge Outsider (Evil, Extraplanar, Lawful) Seal: A gray war helmet bursting with red flames on a black inverted triangle Fighter 10/Legendary Leader 5 Hit Dice: 39d8 + 10d10 + 637 (867 hp) Initiative: +12 Speed: 40 ft., fly 60 ft. (average) AC: 56 (-2 size, +8 Dexterity, +26 natural, +10 armor, +4 deflection), touch 20, flat-footed 48 Base Attack/Grapple: +42/+77 Attack: Halberd of the Pits +65 melee (3d8+35 plus 1d6 fire /19-20/x3 plus 1d10 fire) Full Attack: +63/+58/+53/+48 Halberd of the Pits (3d8+26 plus 1d6 fire /19-20/x3 plus 1d10 fire) and +63/+58/+53 melee (2d6+16 /19-20/x2) and 2 wings
+54 melee (3d6+9) and tail slap +54 melee (3d8+9) or 2 claws +59 melee (3d8+19) and bite +54 melee (6d6+9 plus poison and disease) plus 2 wings and tail slap Space/Reach: 15 ft./15 ft. (30 feet with halberd) Special Attacks: Constrict, fear aura, improved grab, quick rally, spell-like abilities, summon devils Special Qualities: Command aura, damage reduction 20/epic, good and silver, darkvision 60 ft., fearless, Hell and back, heroic success, hero's luck, immunity to fire and poison, legendary reputation, natural commander, resistance to acid 20 and cold 20, regeneration 9, see in darkness, spell resistance 48, telepathy 300 ft. Saves: Fort +42, Ref +37, Will +40 Abilities: Str 49, Dex 26, Con 36, Int 27, Wis 29, Cha 27 Skills: Appraise (weapons) +17, Balance +15, Bluff +47, Climb +39, Concentration +42, Diplomacy +43 (+48 vs. indifferent or better), Craft (weapons) +36, Disguise +29 (+33 acting), Escape Artist +25, Gather Information +17, Handle Animal +39, Hide +26, Intimidate +65, Jump +59, Knowledge (arcana) +37, Knowledge (nature) +15, Knowledge (the planes) +42, Knowledge (religion) +30, Listen +53, Move Silently +34, Perform (oratory) +12, Ride +43, Search +37, Sense Motive +54, Spellcraft +41, Spot +53, Survival +35 (+39 on other planes, +39 tracking), Tumble +29, Use Rope +8 (+10 bindings). Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Two Weapon Fighting, Improved Critical (halberd), Improved Disarm, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Iron Will, Leadership, Multiattack, Power Attack, Quicken Spell-like Ability (meteor swarm), Spinning Halberd, Two Weapon Fighting, Weapon Focus (halberd), Weapon Specialization (halberd) Epic Feats: Dire Charge, Epic Leadership, Epic Reputation, Legendary Commander Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Unique (Solitary), or squad (9 pit fiends and 27 cornugons) Challenge Rating: 36 Treasure: Possessions plus triple standard Alignment: Lawful Evil Dagos of the Dark Ministry is charged with maintaining the Legions of Hell. Referred to as “the Marshal of the Pit”, Dagos is the most terrifying pit fiend to the hordes of The Abyss. A brilliant tactician and a deadly warrior, Dagos and his stratagems have developed into legends across the Planes. Only some of the gods of war can compare themselves to Dagos when it comes to battle-plans and preparation, and some bards tell tales suggesting that were it not for their raw power, not even a greater god could outwit or outfight Dagos! Whether or not this is true or just a gross hyperbole, the vicious Marshal of the Pit has proven time and again why devils have held their own against the virtually limitless hordes of The Abyss. What many do not know is that this is the third “Dagos.” The original Dagos long since joined the ranks of the Courtiers of Perdition. The second Dagos was apparently obliterated by the Warlord Bael, Lord of the First, shortly after assuming his station. The third and current Dagos is the best known of the three and has
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served longer in this station than his predecessors. Rumors persist that the current Dagos was once a member of Bael’s court and that much of what he knows he learned while he served under Bael. The current Dagos is known for his controlled bloodlust and unwavering passion to destroy the demons of The Abyss. Among the other Ministers, he is precise and direct, quickly coming to the point in arguments and offering pragmatic solutions. He is simultaneously the most involved and remote of the Ministers; while he does depend on the morale efforts driven by Zimimar, the advice and information provided by Corin, and research offered by Pearza, Dagos does not offer much in return other than fit and organized troops. He hates Dark Ministry meetings, finding them profound, wasted opportunities to destroy demons and their allies. Among his subordinates, Dagos is both feared and respected. He knows precisely how to get the best out of every one of his warriors. Those who do well are rewarded but then expected to excel beyond their last success. Those who do poorly are severely punished. Those who are complacent are severely punished as well. Dagos expects and accepts only the best. Dagos is a hulking pit fiend. Although translucent like all pit fiends, Dagos’ body ripples with muscles and his entire body is always aflame, causing those unfamiliar with fiends to mistake him for an enraged balor. Dagos always wears the infamous Helm of the Pit, a helmet that covers his entire head although it has slots for his horns, and a grill around the face from which glow his white eyes; when he speaks, flames explode from behind the grill (the placement of the Helm robs Dagos of a bite attack, although they are included in the values above). Combat Dagos prefers to strike adversaries on his own terms; if attacked during an ambush or when he is not expecting a fight, Dagos has no qualms about retreating immediately to prepare. In any event, he rarely fights alone and will collect a small group of fiends to assist him in combat. If fighting demons, Dagos will typically have greater invisibility cast on his person; then he will attempt to teleport just close enough for his meteor swarm to engulf the greatest number of Abyssal foes. From here, he wades into battle attacking with the Halberd of the Pit. He will use the blade to attack the demons, and the adamantine shaft to sunder any weapons. Due to his vambraces, Dagos is treated as a Colossal sized creature and can easily overpower most foes with bull rush, disarm, or trip attacks. He makes use of these tactics as the situations arise, but for the most part he focuses on dealing as much damage in a single round to as many foes as possible. With up to ten attacks in a full round, Dagos is usually capable of striking all foes within his reach at least once. Due to his commander auras, devils fighting with Dagos are much more formidable than normal. Foes who succumb to Dagos' fear aura are almost always dispatched by his troops, and those wounded are quickly finished off as well. When fighting against mortals, Dagos will typically attempt to attack invisibly, although he will try to charm or hold arcane spellcasters so he can deliver them to Corin for interrogation. Against melee warriors, Dagos will concentrate on killing them as swiftly as possible, typically leading with blasphemy and mass hold monster
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while his subordinates deal with them. Those who do not fall to the blasphemy or hold are usually disarmed and either subdued or slaughtered. Commander Auras (Ex): Bloodthirsty and Pursuing. Allies under the effects of Dagos' command auras gain a +9 morale bonus on damage rolls against wounded foes, and a +9d6 morale bonus on damage rolls against foes who are frightened or panicked. Dagos' aura affects all allied troops within 270 feet of him, due to the Helm of the Pit. Constrict (Ex): Dagos deals 3d8 + 38 points of damage with a successful grapple check. Disease (Su): A creature struck by Dagos' bite attack must succeed at a DC 40 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Fear Aura (Su): Dagos can radiate a 30-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 34th). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura. Hell and Back (Ex): Dagos' cohorts and followers are immune to fear while they have line of sight to him. Heroic Success (Ex): Once per day, Dagos may automatically succeed on a saving throw. Improved Grab (Ex): To use this ability, Dagos must hit a Large or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Poison (Ex): Injury; Fortitude DC 40; initial damage 1d8 Constitution, secondary damage death. Quick Rally (Ex): Dagos may make a rally check once a round as a free action. Regeneration (Ex): Dagos takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow and wall of fire; 3/day – meteor swarm and symbol of pain; 2/day – greater command; 1/month – wish. Caster level 34th; save DC 18 + spell level. Summon Devils (Sp): Thrice per day, Dagos can automatically summon four lemures, osyluths, or hamatulas; or three erinyes, cornugons, gelugons, or pit fiends. Possessions: Dagos wields the Halberd of the Pit, a +5 demon-bane fiery bursting hellforge iron halberd. The shaft is shod in adamantine, rendering it significantly harder to sunder than normal. The shaft carries a +5 enhancement bonus, but no other enchantment. The Standard of the Marshal is a simple banner bearing Dagos' symbol. It is carved on demon-hide and provides the effects of protections from chaos and good spell to all devils within 900 feet. Three times per day, the wielder of the Standard can activate a massive attack on all foes within 900 feet. This produces a combined blasphemy, dictum, dismissal, order's wrath, and unholy blight effect on all non-devils in the area. (Caster level 20th, DC 28) Dagos wears his Infernal Vambraces which function as bracers of relentless might except that they provide a +10 armor bonus instead of Strength and Constitution
enhancement. He also is armored with his Warlord’s Pauldrons (gifts from Bael, Lord of the First) that provide both heavy fortification and weapon breaking (DC 20). His most impressive piece of armor, however, is the Helm of the Pit. Helm of the Pit (major artifact): The Helm of the Pit was a gift given to the first “Dagos” by Asmodeus shortly after the Dies Irae. The Helm may only be worn by a devil of pit fiend or greater status; all other creatures attempting to wear the Helm must make a Fortitude save DC 54 (although crafted by Asmodeus, The Lord of the Nine did not empower the Helm with all of his power, thus the “low” DC) or die instantly as they are consumed by the Helm’s flames. Those who survive the immolation still suffer 22d12 points of damage every day they wear the Helm in addition to gaining one negative level. The Helm grants Dagos the following benefits. • Continual shield of law (DC 25) • +9 profane bonus to saving throws made against spells or spell-like abilities cast from the school of enchantment (unless such magic is cast by a Lord of the Nine, a stipulation of which Dagos is unaware). • Permanent circle of fire. This acts similarly to a wall of fire except it is centered on Dagos and has a five foot radius. Any creature within 15 feet of the circle suffers 9 points of fire damage; those within 10 feet of the circle suffer 27 points of fire damage; those who pass through the circle or enter into melee combat with Dagos suffer 81 points of fire damage. • Increases the range and effect of his command auras by a factor of nine. Cohort: Dagos is often accompanied by his executive officer, a canny pit fiend named Retya (3rd circle general, 20 HD pit fiend, marshal). An advanced hamatula (9th circle lieutenant, 23 HD) from his followers is usually present as well as his herald and standard bearer.
Furcas, Minister of Mortal Relations Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: An open book on red field with a quill pen superimposed on top on a black inverted triangle. Fiend of Corruption 6/Fiend of Blasphemy 9 Hit Dice: 46d8 + 6d6 + 520 (748 hp) Initiative: +12 Speed: 40 ft., fly 60 ft. (average) AC: 49 (-1 size, +8 Dexterity, +23 natural, +9 deflection), touch 26, flat-footed 41 Base Attack/Grapple: +45/+63 Attack: Claw +58 melee (2d8+14) Full Attack: 2 claws +58 melee (2d8+14) and 2 wings +56 melee (2d6+7) and bite +56 melee (4d6+7 plus poison plus disease) and tail slap +56 melee (2d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict, fear aura, improved grab, kill cultist, spell-like abilities, spells, summon devils, torture cultist Special Qualities: Alternate form, blood oath, damage reduction 20/epic, good and silver, darkvision 60 ft., fiend’s favor, immunity to fire and poison, locate cultist, mind shielding, resistance to acid 20 and cold 20, regeneration 10, see in darkness, soul bargain, spell resistance 50, sponsor worshiper, telepathy 300
ft., temptation, transfer spell-like ability Saves: Fort +38, Ref +36, Will +43 Abilities: Str 39, Dex 28, Con 31, Int 33, Wis 32, Cha 34 Skills: Appraise +30, Balance +11, Bluff +75, Climb +35, Concentration +52, Diplomacy +82, Disguise +69 (+75 acting), Gather Information +44, Hide +22, Intimidate +63, Jump +41, Knowledge (arcana) +51, Knowledge (nature) +15, Knowledge (the planes) +44, Knowledge (religion) +65, Listen +65, Move Silently +30, Perform (acting) +34, Search +59, Sense Motive +68, Spellcraft +45, Spot +50, Survival +11 (+15 on other planes, +15 tracking), Tumble +35. Feats: Cleave, Corrupt Spell-like Ability, Dark Speech, Graft Flesh, Great Cleave, Improved Initiative, Iron Will, Leadership, Mortalbane, Multiattack, Persuasive, Power Attack, Quicken Spell-like Ability (greater teleport) Epic Feats: Automatic Quicken Spell-like Ability greater teleport), Epic Leadership, Epic Reputation, Epic Skill Focus (Sense Motive), Epic Will, Legendary Commander Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary (unique), or team (3 pit fiends, 9 cornugons, and 27 erinyes) Challenge Rating: 38 Treasure: Amulet of the planes, Mark of the Dark Ministry, the Eight Rings plus triple standard Alignment: Lawful Evil The diabolical Furcas is one of the two remaining original members of the Dark Ministry. Initially a high ranking general within the Court of Dis, Furcas was among the first pit fiends selected by Asmodeus to join the Dark Ministry. Unlike most of his one-time fellows, the Minister of Mortal Relations never accepted invitations to join the Courtiers of Perdition, claiming that his service defending Hell was unfinished. Additionally, unlike the few former Dark Ministry members who were “replaced,” Furcas’ millennia of observing and studying the art of betrayal have enabled him to eliminate every pit fiend poised to “retire” him from service. As the Minister of Mortal Relations, Furcas uses his excessive knowledge of mortal (and immortal) ambition and pride to not only woo and corrupt powerful mortals, but immortals as well, steadily providing more fodder to feed the Legions of Hell. Furcas is perhaps the most unique of the Dark Ministry in that his duties overlap with the interests of His Infernal Grace, the Archduke Dispater, Lord of the Second, and Her Infernal Highness, Princess Glasya. Furcas uses his operatives in the Infernal Denomination of Mortal Relations to make arrangements with mortals to assist in the Blood War directly; whether through misdirection, corruption, or intrigue, Furcas sees to it that mortals aggravate the goals of Abyssal factions whether they know they are being used or not. In contrast, Dispater and Glasya utilize their diabolical forces for the purpose of damning more souls directly to Hell rather than to the Blood War. There is certainly a degree of overlap as Furcas was once in Dispater’s Court and likely relies on the good-will of his former master in getting his job done. In Hell, Furcas is viewed as the most powerful of the Dark Ministers. Indeed, he is possibly the most powerful pit fiend in Hell, perhaps even surpassing Aesmadeva due to the flexibility of his powers. Still, a minority of
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highly placed pit fiends question Furcas’ intellect due to his repeated refusals to join the Courts of Perdition. He has been offered opportunities from Bael, Warlord of the First, and Mephistopheles, Arch-Duke of the Eighth. The truth is, Furcas is all but ensured a seat in Dispater’s Court, but he has some unfinished business regarding the soul of a powerful mortal currently subservient to the Dark Prince of the Abyss, Graz’zt. Once this contract is successfully closed, Furcas will reenter the Court of Dispater, this time as a Duke of Hell with title of Duke of Rhetoric, a role in which he already excels. There is little doubt that Furcas will be one of the most powerful Dukes of Hell upon joining the Courtiers, a fact of which Dispater is most pleased and the other Lords and Dukes somewhat concerned. Among the Dark Ministry, Furcas works closely with Minister Zapan who heads Immortal Relations. Furcas largely seems beyond the intrigue that plagues the other Dark Ministers as he has served in the council longer than any save Baalzephon. His relationship with Baalzephon is oddly one of camaraderie. Although he has no idea why she has not been offered promotion, he suspects that whatever has kept her back (or alive, for that matter) has kept her from interfering with his plans. This and the fact that they have served as Dark Ministers since the beginning binds Furcas and Baalzephon somewhat closely. Furcas allows Baalzephon to take the lead in matters of policy among the Ministers, knowing that if he were to take a leadership role she would subtly acquiesce to his position. The others fear Furcas for his might and ambition; unlike other devils, they all know that should Furcas succeed in this last test for Dispater, that his station is assured and that any attempt on their parts to betray him would be well remembered. Indeed, Zapan hopes to see Furcas succeed as he plans on melding the two Ministries into one. Until that time, Furcas remains one of the most influential non-divine beings in the Cosmos; even lesser gods shudder when they hear that Furcas is out recruiting. Furcas is a particularly tall, gaunt, shadowy pit fiend. His head is encircled with many horns, giving the impression of a large crown. He never touches, but hovers just above the ground. More often than not, Furcas appears as an aged, wise seer in simple red robes with a proud bearing. Whether in this form or his pit fiend form, Furcas’ eyes glow a dull yellow. Combat Furcas rarely allows matters to deteriorate into personal fisticuffs. With his Diplomacy skill, he can easily turn hostile creatures into friendly ones, and indifferent ones into fanatics. If attacked alone, Furcas will usually greater teleport or plane shift away, although he will make note of the mortals who dared to assault his person. However, Furcas is almost always accompanied with a multitude of bodyguards, followers, cultists and other allies. Furcas is often defended to the death by his allies. When Furcas does deign to fight, he will typically summon a pair of pit fiends before casting a mass hold monster. He will then follow up with blasphemy if foes are close, or begin covering the field with corrupt fireballs. In combat, he uses his greater teleport ability to constantly change his position before launching his spelllike assault. Only when sorely pressed will Furcas engage in melee. Alternate Form (Su): Furcas may take the form of any humanoid from Small to Large size as a standard
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action. Blood Oath (Su): Furcas' blood oath ritual has a Will save DC of 31 to resist the initial enthrall effect, and a Will save DC 36 to resist the bond itself. Furcas may prepare a room for the ritual within 9 hours, and the ritual itself takes eighty-one minutes plus nine minutes per participant. Constrict (Ex): Furcas deals 2d8 + 28 points of damage with a successful grapple check. Disease (Su): A creature struck by Furcas' bite attack must succeed at a DC 38 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Fear Aura (Su): Furcas can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 40 Will save or be affected as though by a fear spell (caster level 37th). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura. Fiend's Favor (Su): Nine times per day, Furcas may grant a touched creature a +9 bonus to one of the creature's ability scores. This bonus stacks with any other bonuses the creature may have and lasts for one day. When the effect expires, the creature takes a -9 penalty to the same ability score for the next day. (This cannot reduce a creature's ability score to below 1). Another application of Furcas' favor negates the penalty and restores the bonus. Improved Grab (Ex): To use this ability, Furcas must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Kill Cultist (Su): As a standard action, Furcas may kill any creature who has sworn a blood oath to him. Distance is not a factor, but he must be on the same plane. A Fortitude save DC 31 is required to avoid death. Success causes the creature to take 3d6+9 points of damage. This is a death effect. Locate Cultist (Su): Furcas can sense the location of any creature that has sworn a blood oath to him, as with the spell locate creature. Mind Shielding (Su): Furcas is immune to detect thoughts, discern lies, and any attempt to magically discern his alignment. Poison (Ex): Injury; Fortitude DC 38; initial damage 1d8 Constitution, secondary damage death. Regeneration (Ex): Furcas takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Scry on Cultist (Sp): Furcas can scry on any creature that has sworn him a blood oath, as long as they are on the same plane as he. He can do this once per day per cultist. Soul Bargain (Su): Furcas may establish binding agreements with willing mortals for their souls. Upon their death, the mortal's soul is immediately transferred into a gem prepared at the time of the bargain. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 3/day – major creation, meteor swarm and symbol of pain; 1/day – geas, mark of justice, wish (others only), 1/month – wish. Caster level 37th; DC 22 + spell level. Spells: Furcas may cast a small number of divine
spells. He may prepare spells from the fiend of blasphemy class list, in addition to all spells from the Destruction, Domination, Evil, Knowledge, Law and Trickery domains. He possesses the domain powers of Knowledge and Trickery. Spells per day (1-9th): 7/7/6/5/5/4/4/3/2; caster level 36th; DC 21+ spell level. Example spells prepared: 1st – bane, command, detect chaos, detect secret doors, doom, protection from chaos, shield of faith; 2nd –darkness, detect thoughts , enthrall, hold person, shatter, silence, undetectable alignment; 3rd – bestow curse, clairaudience/clairvoyance, contagion, deeper darkness, magic circle against chaos, nondetection; 4th – death ward, discern lies, divination, sending, tongues; 5th – false vision, greater command, mass inflict light wounds, slay living, true seeing; 6th –find the path, harm, hold monster, mislead; 7th – dictum, disintegrate, legend lore, screen; 8th – discern location, earthquake, polymorph any object; 9th –implosion, time stop. Sponsor Worshiper (Su): Furcas may sponsor clerics of up to 18th level, in his name. These clerics may choose from any of Asmodeus' domains. Summon Devils (Sp): Thrice per day, Furcas can automatically summon four lemures, osyluths, or hamatulas; or two erinyes, cornugons, gelugons, or pit fiends. Temptation (Su): Furcas can offer good-aligned creatures the opportunity to change their alignment to evil. This functions identically to the temptation function of the atonement spell. Transfer Spell-like Ability (Sp): Furcas can transfer the use of his spell-like abilities to those who have sworn him a blood oath. The caster level and DC remain unchanged. If he transfers the usage of an at will spell-like ability, his own usage of that ability is reduced to 9/day. Otherwise, he may transfer as many uses of a spell-like ability as he chooses, to as many cultists as he chooses. He may revoke this honor from any cultist at any time as a free action. Torture Cultist (Su): As a standard action, Furcas may inflict pain on any creature who has sworn him a blood oath. Distance is not a factor, but he must be on the same plane. The affected creature takes a -9 penalty on attack rolls, skill checks, and ability checks for 9 rounds. A successful Fortitude save (DC 31) reduces the penalty to -3. Possessions: Furcas is pierced by multiple rings known as the Infinity Rings through the flesh of his shoulders. Each one of them carries powerful enchantments, and as a result, Furcas can make no use of normal wondrous items that require a body slot without first deactivating a ring. While others can use these rings, inserting the rings deal 5d6 points of damage each and requires a Fortitude save (DC 40) against death. No magical protection may be used to heal the wounds, bolster the Fortitude save, or avoid death else the rings fail to function. All eight rings must be inserted for any one to function. Adamantine: Weapons striking Furcas must make a Fortitude save (DC 28) or shatter. Brass: 9/day, Furcas may call an efreet with up to 18 class levels to serve him for an hour. Bronze: Furcas receives a +9 deflection bonus to his armor class. Copper: Dealing damage to Furcas releases a mindfog (DC 28) in the area, within a 20 foot radius. Creatures who need to breathe must hold their breath or make For-
titude saves against suffocation. Golden: Creatures targeted by any of Furcas' special attacks must roll two saves. If either fails, the saving throw is considered a failure. Iron: Furcas' powers as a fiend of blasphemy and a fiend of corruption are enhanced to the levels described above. Lead: Those who penetrate Furcas' spell resistance are subjected to his fear aura, disease, or poison (determined randomly) and must save against it. Silver: Furcas is allowed a saving throw every round that he is under magical charm or compulsion. Cohort: Furcas is often attended by his chief aide and pupil, a 6th circle lieutenant named Alasta the Keen (10 HD erinyes, fiend of blasphemy 6/fiend of corruption 6/ fiend of possession 6/mindbender 10). Alasta serves as the Chief Administrator the Denomination’s training facility, the City of Man, in Minauros.
Pearza, Chief of Research Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: An open book with red, scalloped pages, on a black inverted triangle Wizard 5/Maester 5/Loremaster 10 Hit Dice: 28d8 + 20d4 + 384 (560 hp) Initiative: +12 Speed: 40 ft., fly 60 ft. (average) AC: 50 (-1 size, +10 armor, +8 Dexterity, +23 natural), touch 17, flat-footed 42 Base Attack/Grapple: +38/+55 Attack: Malphas' Favor +54 melee (1d8+23 plus 1d4 Str and Con (DC 27 negates)) Full Attack: Malphas' Favor +54/+49/+44/+39 melee (1d8+23 plus 1d4 Str and Con (DC 27 negates)) and 2 wings +48 melee (3d6+6) and bite +48 melee (4d6+6 plus poison and disease) and tail slap +48 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict, fear aura, improved grab, spells, spell-like abilities, summon devils Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., familiar, immunity to fire and poison, lore, quick crafting, regeneration 7, resistance to acid 15 and cold 15, see in darkness, spell resistance 47, telepathy 200 ft. Saves: Fort +44, Ref +42, Will +46 Abilities: Str 37, Dex 27, Con 27, Int 39, Wis 27, Cha 27 Skills: Appraise (alchemical components) +32, Appraise (metal work) +23, Appraise (poisons) +25, Bluff +35, Climb +34, Concentration +51, Craft (alchemy) +55, Craft (blacksmith) +33, Craft (poisonmaking) +44, Decipher Script +39, Diplomacy +20, Disable Device +41, Disguise +29 (+33 acting), Gather Information +35, Handle Animal +14, Heal +28, Hide +25, Intimidate +45, Jump +17, Knowledge (arcana) +63, Knowledge (architecture and engineering) +48, Knowledge (nature) +33, Knowledge (the planes) +55, Knowledge (religion) +47, Listen +31, Move Silently +31, Perform (oratory) +12, Ride +10, Search +40 (+44 for secret doors), Spellcraft +69 (+73 to decipher scrolls), Spot +39, Survival +8 (+10 above ground, +12 on other planes, +12 tracking),
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Use Magical Device +46 (+56 scrolls) Feats: Brew Potion*, Craft Magic Arms and Armor*, Craft Rod*, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Improved Familiar, Investigator, Iron Will, Leadership, Multiattack, Power Attack, Quicken Spell, Scribe Scroll*, Skill Focus (Knowledge: arcana), Violate Spell Epic Feats: Craft Epic Wondrous Item, Efficient Item Creation (Wondrous Items), Epic Leadership, Epic Reputation Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary (unique), or troupe (3 pit fiends, 9 gelugons, 27 kocrachons) Challenge Rating: 35 Treasure: Possessions plus triple standard Alignment: Lawful Evil There is a saying common to proponents of Order: There is an answer to all things. This is an axiom in which Pearza, the Chief of Research and Implementation, firmly believes. To Pearza, there are no secrets and there are no mysteries. Knowledge is always waiting to be uncovered. Whether that knowledge can be discerned by careful reading, regular observation of cause and effect, constant experimentation, or by drilling a hole into a mortal’s head with an ice-pick, information can be acquired. Of all the members of the Dark Ministry, Pearza is the least known and, in meetings, only Corin is more silent. Pearza is interested in uncovering mysteries and in revealing the truths that will ensure victory to the Nine Hells, and she does not perceive time spent in the meetings with her peers or interacting with lesser beings elsewhere in the Cosmos as conducive to her goals. Pearza, instead, finds solace and success researching and developing new methods to make devils stronger, faster, hardier, and better prepared than every other being in existence. Of all the Dark Ministry, she is the most introspective and intuitive, capable of making tremendous leaps of logic that result in fantastic discoveries that have had a profound impact on the diabolical side of the Blood War. In addition to researching new forms of magic and technology that benefit the Blood War, Pearza also oversees the interrogation of non-combatant enemies. Those across the Realities know that to be taken by Pearza is a fate worse than permanent death. Pearza believes that every prisoner has more information than they ever share and that all prisoners require the proper motivation to divulge their knowledge. And, even after Pearza is satisfied with the material gained from her subjects, she is certain not to waste their value. These unfortunates are then used in vile experiments to test concepts and ideas Pearza and her subordinates have developed. Everything has value, even if others are incapable of recognizing it. It is unknown how many “Pearzas” have served in the Dark Ministry. It is widely believed that Dispater, Belial, Beelzebub, and Mephistopheles have recruited earlier “Pearzas” frequently, valuing the knowledge they have uncovered. It is also believed that a number of “Pearzas” have been retired early, becoming test subjects of their immediate subordinates. The current Pearza has served for just over three centuries and rose through the ranks of the last three “Pearzas” during the past 300 centuries. This particular Pearza is viewed with scorn among the rest of the Ministry since it is clear that she has no interest in the Blood War in and of itself and sim-
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ply uses the War as an excuse to carry on experiments for her own benefit. Whether the current Pearza is aware of the attitude her peers have for her is unknown, but her degree of individuality may well lead to her “retirement” if she is not cautious. Pearza appears as a normal pit fiend, although somewhat of a smaller, disheveled frame. Compared to the burning eyes of other pit fiends, Pearza’s eyes seem dim and unsettled except when she becomes excited by some new revelation. Combat Pearza will immediately teleport from any threat unless she is in one of her many laboratories at which time she will fight viciously to save her experiments. In such situations, Pearza will cast unholy aura on her person and then proceed to either use blasphemy to banish foes from Hell or use her spells to weaken adversaries so that her servants can rip them to shreds as quickly as possible. On in extreme cases or if she is corned beyond one of her laboratories will Pearza use dangerous area of effect spells like fireball or meteor swarm. Constrict (Ex): Pearza deals 2d8 + 26 points of damage with a successful grapple check. Disease (Su): A creature struck by Pearza's bite attack must succeed at a DC 32 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Fear Aura (Su): Pearza can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 28th). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura. Improved Grab (Ex): To use this ability, Pearza must hit a Medium or smaller opponent with her tail slap attack. If she gets a hold, she can constrict. Lore (Ex): Pearza has a +24 bonus on lore checks. She can discover the magical properties of an item as with the identify spell. Once per day, she may make use of her lore to duplicate the effects of either analyze dweomer or legend lore. Poison (Ex): Injury; Fortitude DC 32; initial damage 1d8 Constitution, secondary damage death. Quick Crafting: Pearza can create magic items more quickly. She takes one day per two thousand gold pieces of value to create most magical items, and one day per twenty thousand gold pieces of value for wondrous items. Regeneration (Ex): Pearza takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Secrets: Pearza has learned the following secrets: applicable knowledge, newfound arcana, more newfound arcana, secrets of inner strength and the lore of true stamina. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day – meteor swarm and symbol of pain; 1/year – wish. Caster level 28th; DC 18 + spell level. Pearza has a +4 enhancement bonus on caster checks to penetrate spell resistance.
Spells: Wizard spells per day: 4/13/12/11/11/11/10/10/8/8. Caster level 40th; DC 24 + spell level. As a member of the Dark Ministry, Pearza has incredible access to magical knowledge. Her spellbooks contain all of the spells found in the Player's Handbook, Book of Vile Darkness, and the Spell Compendium. Pearza has a +4 enhancement bonus on checks to penetrate spell resistance. Example Spells prepared: 0 – arcane mark, mage hand, message, prestidigitation; 1st – charm person, erase, expeditious retreat, feather fall, hold portal, identify, magic aura, magic missile, obscuring mist, shield, silent image, sleep, true strike; 2nd – blindness/deafness, blur, darkness, detect thoughts, locate object, magic mouth, mirror image, misdirection, obscure object, protection from arrows, shatter, whispering wind; 3rd – blink, clairaudience/clairvoyance, displacement, gaseous form, illusory script, lightning bolt, major image, nondetection, slow, suggestion, tongues; 4th – arcane eye, bestow curse, charm monster, detect scrying, dimension door, dimensional anchor, enervation, fireball (violated), locate creature, scrying, solid fog; 5th – break enchantment, contact other plane, dominate person, fake vision, feeblemind, hold monster, mind fog, passwall, prying eyes, telekinesis, telepathic bond; 6th – analyze dweomer, antimagic field, eyebite, globe of invulnerability, legend lore, mislead, permanent image, programmed image, true seeing, veil; 7th – banishment, disintegrate (violated), ethereal jaunt, forcecage, greater scrying, project image, reverse gravity, spell turning, teleport object, vision; 8th – dimensional lock, discern location, greater planar binding, greater prying eyes, horrid wilting, maze, mind blank, moment of prescience; 9th – dominate monster, etherealness, foresight, mass hold monster, power word kill, shapechange, soul bind, time stop. Permanent spells: Pearza has the following spells cast upon her in conjunction with permanency. Arcane sight, comprehend languages, read magic, and see invisibility. Summon Devils (Sp): Twice per day, Pearza can automatically summon three lemures, osyluths, or hamatulas, two erinyes, cornugons, or gelugons, or one pit fiend. Possessions: Pearza does not often carry many magical items, although she is quite fond of a staff given to her by Duke Malphas. Malphas' Favor functions as a +4 unholy quarterstaff that also deals ability damage as a rod of withering (DC 27). It holds 81 charges which renew weekly. The staff allows the casting of the following spells. Commune (with Malphas only, no charge) Explosive Runes (no charge) Black tentacles (1 charge) Greater glyph of warding (1 charge) Malphas' private sanctum (1 charge) Wall of iron (1 charge) Disintegrate (3 charges) Destruction (3 charges) Malphas' lucubration (3 charges) Limited wish (9 charges) Pearza wears a supreme ring of wizardry that doubles all of her spells from 1st through 9th level. She also wears an epic black robe of the archmagi sewn from elven flesh, but of double normal strength and powers. Cohorts: Pearza employs her command sergeant major Vulcas (20HD hierrmagon, wizard 13) as quality control. He oversees most of the actual production line as the Minister is frequently occupied with her own pro-
jects. Her familiar, a clever imp named Kappa, often attends her.
Zaebos, Minister of Promotion Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: A stylized, inverted red mountain tipped with a star on a black, inverted triangle Telepath 18/Mind Spy 9 Hit Dice: 22d8 + 18d4 + 9d6 + 441 (616 hp) Initiative: +16 Speed: 40 ft., fly 60 ft. (average) AC: 45 (-1 size, +5 deflection, +8 Dexterity, +23 natural), touch 22, flat-footed 45 Base Attack/Grapple: +36/+53 Attack: Claw +48 melee (2d8+13) Full Attack: 2 claws +48 melee (2d8+13) and 2 wings +46 melee (3d6+6), and bite +46 melee (4d6+6 plus poison and disease), and tail slap +46 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Anticipate, constrict, fear aura, improved grab, psionics, spell-like abilities, summon devils Special Qualities: Combat telepathy, damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, instant mindscan, multiple surface thoughts, resistance to acid 15 and cold 15, regeneration 6, see in darkness, spell resistance 47, spherical read thoughts, telepathy 100 ft. Saves: Fort +42, Ref +41, Will +46 Abilities: Str 37, Dex 27, Con 28, Int 33, Wis 33, Cha 28 Skills: Appraise +46, Autohypnosis +40, Balance +12, Bluff +65, Concentration +56, Diplomacy +58, Disguise +34 (+40 acting), Gather Information +63, Intimidate +54, Hide +24, Jump +21, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (psionics) +53, Listen +41, Move Silently +28, Perform (oratory) +23, Psicraft +58, Search +31, Sense Motive +63, Spellcraft +40, Spot +56, Survival +11, Tumble +50 Feats: Cleave, Combat Reflexes, Dodge, Enlarge Power, Great Cleave, Improved Initiative, Iron Will, Leadership, Mobility, Multiattack, Overchannel, Power Attack, Psionic Dodge, Psionic Fist, Psionic Meditation, Spring Attack, Unavoidable Strike, Widen Power Epic Feats: Epic Leadership, Epic Reputation, Superior Initiative Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary (unique), or troupe (9 pit fiends, 27 gelugons) Challenge Rating: 35 Treasure: Possessions plus triple standard Alignment: Lawful Evil Zaebos, the Minister of Promotions, is quite probably the single most hated member of the Dark Ministry. As the final determining factor for promotions within the Legions of Hell, even the other Dark Ministers detest him for they must all receive his approval in order for their favorites to receive the necessary recommendations for promotion. Zaebos, perhaps the only Minister to have anything bordering on integrity, is meticulous and purposeful in his decision; he sees to it that every single
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recommendation for promotion is not just for the benefit of the promotee and his place in the Legions, but for the benefit of Hell. If there is a single mar, a single question or doubt, Zaebos does not hesitate to place a black mark on the Ledger of Success. Unsurprisingly, there have been many “Zaeboses” within the Ministry. Of all the Ministry stations, this is probably the only one in which none have been offered a place in the Courtiers of Perdition as most “Zaeboses” have disappeared entirely. The current Zaebos has served for about a millennium now and seems to have succeeded where his predecessors failed. While he is very particular about those whom he agrees to promote, he recognizes that for every promotion he allows that he can expect something in return. Zaebos has learned how to walk this thin line well, balancing the needs of his fellow Ministers with his own attitudes and the goals of Hell. So far, he has yet to make any enemies among his peers. About 300 years ago, in order to better facilitate the manner in which promotions are handled, Zaebos temporarily granted each Denomination the right to promote all devils from lemure to hamatula rank without his Denomination’s involvement. This test is designed to see if better productivity results from the individual Denominations have greater responsibility for their own actions. Thus far, the decision seems to have worked. In return, Zaebos now has much greater investment in the promotions of pit fiends throughout the Legions of Hell. Zimimar suspects that Zaebos hopes to eventually overthrow the other Dark Ministers since all pit fiends that have been promoted in the past 300 years owe their newfound stations to Zaebos. Zimimar has only informed Furcas of her suspicions; however, since the promotions have all resulted in some the best pit fiends in over 6000 years, Furcas has decided not to confront Zaebos yet, instead deigning to allow Zimimar to collect as much information on the promoted pit fiends for future blackmail as necessary. Interestingly, Zaebos counts Zimimar as his best ally among the Ministers. What Zimimar has yet to determine is that most of the “Zaeboses” have been mind seed implants of the original. The original Zaebos (now known as Baron Vhison) was clearly the most talented of the first six or so that served in the Ministry and his talents won him an offer to join the Courtiers of Perdition as a baron of Maladomini. Due to his overwhelming need to maintain control over all things of interest to him, the original Zaebos could not help but keep tabs on the Dark Ministry after his promotion. Disgusted with the numerous retirements and horrible failures that occurred since his departure, the Baron Vhison tracked down the most talented pit fiend reporting to the then Minister of Promotions and infected him with a mind seed. In short order and with no assistance from the other Dark Ministers, the subordinate retired the “Zaebos” and promptly replaced him. While Baalzephon, Furcas, and Zimimar were all individually suspicious of the new Zaebos, noticing some startling reminders from the past, they never discussed it among themselves and simply watched. In short order, the new Zaebos proved himself and the suspicions – although not gone – were ignored in favor of productivity. Every so often, Baron Vhison sprinkled mind seeds to promising pit fiends in the Denomination, ensuring that if the current Zaebos was retired or promoted, an appropriate replacement would eventually rise through the ranks. The current Zaebos is the most recent beneficiary of a mind seed. Although he is not truly
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interested in taking over the Ministry, he is convinced that only he knows how to build a productive line of high-ranking officers. So far, he has managed to fill his Denomination with mind seed copies of himself; he is also slowly beginning to place non-seeded favorites in the upper echelons. Baron Vhison only occasionally looks into his old Denomination at this point and has no direct ties to the current Minister of Promotions; knowing he would be in enough trouble if his manipulations with the non-political Legions were discovered, he sees no reason to make himself even more culpable. Zaebos is tall pit fiend with pristine scales and smoldering, red eyes. He tends to wear leather doublets, a skullcap, a cloak, and a ring on each finger. He speaks carefully and with a great deal of articulation, using the right words to express his approval or disdain; in the case of the latter, demotions are almost always around the corner. Combat Zaebos is a shrewd, somewhat arrogant combatant, unafraid to face up against any foe. He normally begins combat by activating temporal acceleration, and using the “time-out-of-time” to buff and prepare fully for combat. Usual preparations include inertial armor, defensive precognition and ubiquitous vision, all augmented as he deems necessary. Spell-like abilities such as magic circle against good and unholy aura are also activated if facing a good aligned party. Zaebos will only keep out of melee range as he continues to prepare if he finds that his ability to secondguess opponents is not enough to keep him unharmed (and, even then, he often resorts to activating an augmented mental barrier as an immediate action). Likwise, energy attacks that he is not immune to and that he deemed threatening will be countered by energy adaptation. Before launching physical attacks, he will typically manifest offensive precognition and offensive prescience. His last move before truly beginning to fight is normally to cloak himself in greater invisibility. The Minister of Promotion loves to toy with his foes for a season before going on the offensive. He is extremely intelligent, though, and will not play with powerful enemies that could get an advantage on him in this time. When he does finally go on the offensive he holds nothing back. He will normally unleash his meteor swarm spell-like ability into the center of a group, trying to cause as much damage as possible. He will then instantly begin to attack spellcasters or psions with crisis of breath augmented as needed and mindwipe likewise augmented to reduce their effectiveness. As he takes damage, he will use hostile empathic transfer to heal his wounds and cause injury to enemies, targeting weaker enemies first. After unleashing his power allotment as his chosen target, Zaebos will move in close to engage in hand-tohand combat, making a full attack. The order he will attack enemies is psions, spellcasters, and then warriors. After an attack he will use greater teleport to retreat an appropriate distance and begin to attack again. If any of his boosting powers expire, Zaebos will again activate temporal acceleration to restore them. Anticipate (Su): Zaebos gains a +9 insight bonus to attacks made against any foes whose thoughts he is reading, and a +9 insight bonus to AC against attacks made by those foes.
Combat Telepathy (Su): Zaebos can maintain concentration on his read thoughts power as a free action with a successful concentration check (DC 10+damage taken on the previous round). If he uses another power or spell like ability, his read thoughts ends. Constrict (Ex): Zaebos deals 2d8 + 26 points of damage with a successful grapple check. Disease (Su): A creature struck by Zaebos' bite attack must succeed at a DC 30 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Fear Aura (Su): Zaebos can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 22nd). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura. Improved Grab (Ex): To use this ability, Zaebos must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Instant Mindscan: Zaebos immediately gains all the knowledge from read thoughts on the first round. Multiple Surface Thoughts: Zaebos can read the thoughts of up to eight creatures at once. Poison (Ex): Injury; Fortitude DC 30; initial damage 1d8 Constitution, secondary damage death. Psionics: 279 PP. Manifester level 39th; DC 21 + power level. Powers known: 1 - defensive precognition, initial armor, offensive precognition, offensive prescience, vigor; 2 - biofeedback, cloud mind, detect hostile intent, ego whip, read thoughts; 3 - crisis of breath, hostile empathic transfer, mental barrier, touchsight, ubiquitous vision; 4 - correspond, detect remote viewing, divination, energy adaptation, mindwipe; 5 - psychic crush, mindprobe, true seeing, tower of iron will; 6 remote view trap, temporal acceleration; 7 - divert teleport, energy conversion, evade burst, ; 8 - mind blank, mind seed*; 9 - affinity field, reality revision *Zaebos targets outsiders with the devil subtype instead of humanoids of Medium or smaller size with this power. Regeneration (Ex): Zaebos takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 1/day - meteor swarm and symbol of pain; 1/year wish. Caster level 22nd ; DC 18 + spell level Spherical Read Thoughts: Zaebos may use read thoughts in a 60 foot sphere shaped area rather than a cone. Summon Devils (Sp): Twice per day, Zaebos can automatically summon two lemures, osyluths, or hamatulas, or one erinyes, cornugon, gelugon, or pit fiend. Possessions: Zaebos wears a skull cap that is in actuality a powerful cognizance crystal known as the Assessor. It holds 90 power points but these renew themselves every hour without the need to recharge it from an outside source. It also translates telepathic sensations into a heightened awareness. Any creature within range of Zaebos' telepathy (usually 100 feet) suffer a -9 penalty to all attack rolls against him; he cannot be flanked or
caught flat footed by such creatures. This special power is canceled by mind blank or similar effects. Zaebos also wears a cloak of resistance +7, fastened at the throat by a greater torc of power preservation (reduces the cost of all powers manifested by 3 power points; minimum 0). A ring of protection +5 crafted of adamantine adorns the middle finger of his left hand. On his right is a cold iron band that turns the damage he deals with his claws into stored power points. The ring can hold up to 27 power points. Zaebos cannot manifest powers from the ring, but he can draw from the points within to replenish his own as a standard action. Cohort: The mechanical Tyrpain (16 HD gelugon, cerbremancer 10/psion 3/diviner 3) is Zaebos’ Inspector General and receives all reports from the branch general.
Zapan Minister of Immortal Diplomacy Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: Fiendish hand clutching at three stylized stars over a black inverted triangle Cleric 1/Divine Emissary 10/High Proselytizer 9 Hit Dice: 36d8 + 10d10 + 368 (585 hp) Initiative: +8 Speed: 40 ft., fly 60 ft. (average) AC: 53 (-1 size, +8 armor, +5 deflection, +8 Dexterity, +23 natural) touch 22, flat-footed 45 Base Attack/Grapple: +36/+53 Attack: The Infernal Ambassador +54 melee (2d6+17) Full Attack: The Infernal Ambassador +54/+49/+44/ +39 melee (2d6+17) and claw +44 melee (2d8+6) and 2 wings +44 melee (3d6+6) and bite +44 melee (4d6+6 plus poison and disease) and tail slap +44 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict, divine hand, fear aura, improved grab, proselytize, rebuke undead, smite, spelllike abilities, spells, summon devils Special Qualities: Damage reduction 15/epic, good and silver, darkvision 60 ft., emissary's favor, immunity to fire and poison, resistance to acid 15 and cold 15, regeneration 6, see in darkness, spell resistance 46, telepathy 200 ft. Saves: Fort +33, Ref +33, Will +39 Abilities: Str 37, Dex 27, Con 27, Int 31, Wis 35, Cha 32 Skills: Balance +10, Bluff +58, Climb +34, Concentration +55, Diplomacy +70, Disguise +43 (+47 when acting in character), Gather Information +32, Heal +37, Hide +35, Intimidate +57, Jump +36, Knowledge (arcana) +50, Knowledge (nature) +20, Knowledge (the planes) +57, Knowledge (religion) +55, Listen +41, Move Silently +29, Perform (oratory) +29, Search +37, Sense Motive +54, Spellcraft +64, Spot +40, Survival +12 (+16 on other planes), Tumble +31. Feats: Dark Speech, Divine Metamagic (Maximize Spell), Divine Metamagic (Quicken Spell), Divine Metamagic (Widen Spell), Divine Might, Divine Vigor, Domain Spontaneity (Trickery), Iron Will, Leadership, Maximize Spell, Multiattack, Negotiator, Power Attack, Quicken Spell, Weapon Focus (heavy mace), Widen Spell
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Epic Feats: Bonus Domain (Evil), Epic Leadership, Epic Reputation, Great Smiting Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary (unique), or troupe (9 pit fiends, 18 fallen planetars, 27 fallen astral devas) Challenge Rating: 34 Treasure: Hell’s Vest, Mark of the Dark Ministry, Seal of the Ministry and other possessions Alignment: Lawful Evil The Minister of Immortal Diplomacy is one of the best known devils in the Cosmos, as well as one of the few that most are willing to knowingly deal with. Zapan is perceived as relatively honest, trustworthy, and sincere in his diplomatic efforts – at least for a devil. Even angels are taken aback when they treat with him, finding him to be charming and courteous without the underlying slime exuded by most pit fiends. Zapan’s behavior has won him and the Legions of Hell many powerful alliances and treaties in The Blood War, many from the most unlikely sources. Minister Zapan is considered one of the best deal-makers in Creation. In the not too distant future, he fully hopes to be one of the most powerful fiends in existence. Zapan is a crafty manipulator, taking the time to learn the desires, goals, and needs of the beings and groups with whom is Ministry interacts. Through Zapan’s Ministry, all non-divine immortal contacts are initiated and maintained, and he regulates the mercenary dealings with the daemons. He sees to it that information on demonic incursions on other planar locations are leaked out to angelic forces on a quid pro quo basis, and he sees to it that diabolical interference is reduced in certain areas. Of course, he never promises that diabolical acts of evil will end, nor does he always provide 100% accurate information; Zapan gives just enough to make it appear that he is being helpful and by the time his “allies” begin to suspect that they have been duped, he already has more information on another threat and more deals on the way. Zapan is aware of the treachery of the daemons and he, along with the rest of the Dark Ministry, already has plans on how to deal with them in the future. Zapan also deals with demons. His most steadfast contact within The Abyss is from a tiefling named Rule-of-Three, a servant of the Demon Prince Graz’zt. Zapan is cautious in such engagements, knowing the god-like intellect of Graz’zt, but to date he has found the means to get a great deal out of his Abyssal contacts. Zapan is rising as a powerful force within the Dark Ministry. It is unclear how long this particular Zapan has served within the Ministry. Furthermore, it is also unknown that his position is the one most likely to be scrutinized by Asmodeus himself. The current “Zapan” is suspected to be the second Minister of that name since the Dark Ministry was instituted and many out of Hell believe that due to his numerous successes across the Cosmos and the clear support he receives from The Overlord of Hell, Zapan will soon be in a position to dominate the Ministry. Zapan eagerly supports Furcas, believing that once the Minister of Mortal Relations is promoted into the Courtiers, he will be able to consolidate the Ministry of Mortal Relations into the Ministry of Immortal Diplomacy. It is unclear if the other Dark Ministers are aware of Zapan’s plans, but it is likely that they would all stand opposed to his increased power. Along with Furcas, Zapan works closely with Corin the Spy-
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master, using his information as the basis upon which to determine what kinds of alliances and concessions to offer. Zapan turns to Marshal Dagos after he establishes new treaties. In Hell, Zapan is the Minister that the Courtiers and the Lords of the Nine seek out when they need to get involved in the Blood War. Zapan usually appears as a tall, slender bald human male, with a red mustache and goatee, and black irises and red pupils. Zapan wears expensive courtier’s clothes, likewise colored black and red. His true form is that of a pit fiend the color of burning ash, his tremendous wings perpetually covering his body as he hovers just off the ground. In either form, Zapan speaks in a deep, purring voice. Combat Zapan deplores violence and, as he usually has a full complement of devils with him, tends to let his guards do the fighting. If forced into a situation that requires combat, Zapan will usually cast a variety of boons, from bless to aid, followed up with unholy aura on himself and, if possible, his allies. Then, he will single out the most annoying adversary and center a meteor swarm on her. He will continue with fireballs, although he will cast greater dispel magic as needed to eliminate and reduce enemy defenses. If foes engage him in melee, he unleashes smite attacks on them at once. If pressed, Zapan has no problem retreating immediately, although he will use all his resources to punish his enemies in the future. Constrict (Ex): Zapan deals 2d8 + 26 points of damage with a successful grapple check. Divine Hand (Su): As a free action once per day, Zapan can gain a +20 profane bonus to a single attack roll with a heavy mace. Disease (Su): A creature struck by Zapan's bite attack must succeed at a DC 31 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Emissary's Favor (Sp): Zapan may call upon Asmodeus' personal blessing to produce any of the following effects. Divine Inspiration: Zapan gains a +2 luck bonus on his attack and damage rolls for 10 rounds. He may call on this favor four times a day. Greater Planar Ally: Zapan may call forth a planar ally as the spell, with a caster level of 46th. This servant does not request any return favors. Zapan may call on this favor once per day. Fear Aura (Su): Zapan can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 26th). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura. Improved Grab (Ex): To use this ability, Zapan must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Poison (Ex): Injury; Fortitude DC 31; initial damage 1d8 Constitution, secondary damage death. Proselytize (Sp): Three times per day, Zapan may make use of his proselytize ability. The Will save to resist enrapture or violate the sanctuary effect is 36. The speech affects all those within 550 feet of Zapan and those affected are enraptured for 55 minutes. Enraptured beings temporarily change their alignment to Lawful Evil and perceive Zapan's words as if under the effects of
charm monster. Lawful Evil creatures get no save if they have 9HD or less; followers of Asmodeus get no save if they have 18HD or less. Deific Aura: At any point in his speech, Zapan may allow the power of Hell to surge forth from his body. This functions as both a dictum and blasphemy spell (Caster level 20th) that only affects those not enraptured within range of Zapan's sermon. Zapan may use this ability a total of three times per day. Deific Face: At any point in his speech, Zapan may allow the flames of Hell to blast forth from his face, consuming those not enraptured. This deals 3d6 points of damage to everyone within range of his speech and blinds those who fail a Reflex save (DC 36) Creatures with the Good or Chaotic subtypes take 25d6 points of damage. Zapan may use this ability a total of nine times per day. Deific Word: At any point in his speech, Zapan may infuse his words with literal power, dealing 3d8 points of sonic damage to everyone within range of the speech not enraptured. Those so struck must make a Will save (DC 36) or be stunned for 3 rounds. Zapan may use this ability a total of nine times per day. Divine Touch: Throughout his speech, Zapan may move through the audience touching those enraptured. This touch heals 1d4 points of damage and removes any natural disease or poison from their bodies. He may touch six people per round, and an individual can benefit from the touch only once per session. Zapan may use this ability throughout the entire duration of any of his sermons. Rebuke Undead (Su): 14/day, Zapan may rebuke or bolster undead. He rebukes undead as a 1st level cleric and gains a +6 profane bonus on his rebuke checks. He may also expend a single use (unless otherwise noted) of this power to accomplish one of several effects. Divine Metamagic: Zapan may expend four rebuke attempts to add Widen or Maximize or five attempts to add the Quicken metamagic to any of his spells without increasing the casting cost. Divine Vigor: Increase his base speed by 10 feet and gain 92 temporary hit points for eleven minutes. Domain Spontaneity: Spontaneously cast a spell from the Trickery domain Smite (Su): 5/day, Zapan can make a smite attack against any foe. He gains a +4 bonus to his attack roll and deals 22 additional points of damage. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 2/day – heal; 1/day – meteor swarm and symbol of pain; 1/month – wish. Caster level 26th; DC 21 + spell level Spells: 6/8+1/8+1/8+1/7+1/6+1/5+1/4+1/3+1 Caster level 34th; DC 22 + spell level Cleric Spells prepared: 0 – create water, detect poison, inflict minor wounds, light, mending, resistance; 1st – bane, comprehend languages, disguise self*, divine favor, doom, entropic shield, obscuring mist, remove fear, sanctuary; 2nd – calm emotions*, death knell, eagle’s splendor, enthrall, shatter, silence, sound burst, undetectable alignment, zone of truth; 3rd – bestow curse, contagion, cure serious wounds, deeper darkness, dispel
magic, invisibility purge, locate object, nondetection*, speak with dead; 4th – cure critical wounds, death ward, dimensional anchor, discern lies, dismissal, restoration, tongues, unholy blight*; 5th – dispel good, flame strike, mass inflict light wounds*, plane shift, righteous might, slay living, true seeing; 6th – banishment, blade barrier, harm, heal, mislead*, word of recall; 7th –destruction, dictum, disintegrate*, ethereal jaunt, greater scrying; 8th – antimagic field, discern location, earthquake*, greater spell immunity. Domains: Evil, Destruction, Law, Trickery. Zapan casts Evil and Law spells as an 35th level caster. Summon Devils (Sp): Twice per day, Zapan can automatically summon three lemures, osyluths, or hamatulas, two erinyes, cornugons, or gelugons, or one pit fiend. Regeneration (Ex): Zapan takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Possessions: The Infernal Ambassador is a +5 angel bane heavy mace that also functions as a celestial bane rod. Any angel damaged by the rod must make a Fortitude save (DC 28) or die. Hell's Vest is a red and black courtier's doublet enchanted as magic armor of darksoul protection. It provides a +9 armor bonus in addition to the darksoul protection effect. There are three pockets hidden in the doublet that function as bags of holding type IV. Any being attempting to access the pockets without the devil subtype must make a Will save DC 28 or be planeshifted to Hell. The Seal of the Ministry is a signet ring that allows Zapan to use his special proselytize abilities more often than normal as described above. Also, by making his seal on a written contract, he invokes a powerful binding ritual. Should either party violate the text of the contract, they suffer nine negative levels which cannot be restored until the bargain has been satisfied. The affronted party determines the conditions by which the bargain can be satisfied if none are stated within the contract itself. Subordinates of either party that violate the bargain enact the binding curse; both the subordinate and the signed party suffer the negative levels. When Zapan signs a contract, he speaks for the entire Ministry as a whole, so any violations perpetrated by the Ministry fall upon him to make restitution. Needless to say, violating a treaty of Zapan's is not a healthy decision for a devil to make. Nearly all contracts signed by him include the clause that a subordinate violator will be dealt a slow painful death as satisfaction. Zapan also has numerous other wondrous items and magic rings that he wears on occasion, usually gifts from other immortal delegations. He possesses several rings of elemental command and djinni rings from the efreeti, a master ring with nine matching slave rings from the formian envoys, and a darkskull from Rule-of-Three. If on a mission to the corresponding area, he is almost sure to have the appropriate gift on his person. He may or may not be wearing these gifts if encountered elsewhere. Zapan also frequently makes gifts to those he treats with, so his treasure may be significantly higher if on diplomatic mission. Cohort: Pergrinial (20 HD fallen planetar, blackguard 4/paladin (fallen) 9) is one of Zapan’s favored pupils despite her heritage and attends him on all his dealings with the Realms Above.
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Zimimar, Minister of Morale Dark Ministry of Hell Pit fiend (9th Circle General of the Legions of Hell) Large Outsider (Evil, Extraplanar, Lawful) Seal: Red, stylized, smiling fiend head on a black inverted triangle Soul Eater 10 Hit Dice: 46d8+598 (805 hp) Initiative: +13 Speed: 40 ft., fly 60 ft. (average) AC: 50 (-1 size, +5 deflection, +13 Dexterity, +23 natural), touch 27, flat-footed 37 Base Attack/Grapple: +41/+63 Attack: Claw +59 melee (3d8+18 plus 1 Constitution and energy drain /19-20/x2) Full Attack: 2 claws +59 melee (3d8+18 plus 1 Constitution and energy drain /19-20/x2) and 2 wings +57 melee (2d6+9 and energy drain) and bite +57 melee (4d6+9 plus energy drain, poison and disease) and tail slap +56 melee (2d8+9 plus energy drain) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict, energy drain, fear aura, improved grab, spell-like abilities, soul blast, soul slave, summon devils Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 9, see in darkness, soul abilities, spell resistance 43, telepathy 300 ft. Saves: Fort +41, Ref +41, Will +38 Abilities: Str 46, Dex 36, Con 36, Int 31, Wis 31, Cha 31 Skills: Balance +18, Bluff +58, Climb +42, Concentration +63, Decipher Script +22, Diplomacy +23, Disguise +52 (+54 acting), Gather Information +37, Hide +51, Intimidate +80, Jump +44, Knowledge (arcana) +52, Knowledge (nature) +15, Knowledge (the planes) +52, Knowledge (religion) +52, Listen +62, Move Silently +65, Perform (act) +17, Search +64, Sense Motive +61, Spellcraft +66, Spot +62, Survival +13 (+17 on other planes, +19 tracking), Tumble +39 Feats: Alertness, Cleave, Great Cleave, Improved Critical (claw), Improved Natural Attack (claw), Investigator, Iron Will, Leadership, Multiattack, Persuasive, Power Attack, Weapon Focus (claw) Epic Feats: Epic Leadership, Epic Reputation, Epic Skill Focus (Intimidate) Climate/Terrain: Malsheem, Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary (unique), or troupe (3 pit fiends, 9 osyluths and 27 kocrachons) Challenge Rating: 34 Treasure: Possessions plus triple standard Alignment: Lawful Evil Within the Legions of Hell, there are few beings more feared than Zimimar. To many outsiders, this is something of a surprise. Many people unfamiliar with devils and Hell would expect the Minister of Morale to be a guiding, clarifying force that promotes order and organization, adherence to a common cause, and ultimate loyalty. Indeed, Zimimar accomplishes all of these things. But what many outsiders do not comprehend is the manner in which she succeeds in her responsibilities. Zimimar uses torture to maintain morale, and if torture does
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not work, she uses the permanent death feared by all outsiders. As the Minister of Morale, it is Zimimar’s responsibility to ensure that the Legions of Hell adhere to the will of the Nine Hells of Perdition and that they defend the side of tyranny in the eternal Blood War to the utmost of their abilities. Through her Denomination, Zimimar also weeds out subversives and traitors, torturing them until they reveal all they know. Any indication of dissatisfaction in the ranks brings Zimimar out and, due to the many spies she has scattered across the Legions, few ever voice opinions that do not fall in line with the will of Hell. Such is the power of Zimimar. Zimimar’s background is a muddied one. Many texts insist that Zimimar was once a pit fiend general within the Court of Minauros. However, this information is correct so far as the original Zimimar went. The first Zimimar was male and his style was more along the lines of what many mortals expect when they think about morale. But, the Zimimar that replaced the original was initially a personal servant of His Infernal Grace Belial, Archduke of Phlegethos and Lord of Pain and Sufferings. It was during her time in the Courts of Phlegethos that this pit fiend honed her singular skills as a torturer. Even Belial admired her touch and she would likely have been promoted to a Duke of Hell had the Dies Irae not occurred. Once the Days of Wrath were concluded and Asmodeus formed the Dark Ministry, the original Zimimar, believing that bribes and gold could ensure the morale of the Legions of Hell, was soon viewed with displeasure among the other Ministers. Although exactly what occurred has never been determined, something happened to the original Zimimar, and where there was once a male Minister of Morale there was suddenly a female. This female has served in this capacity ever since. Zimimar uses torture not to gain information, but to ensure obedience and productivity. As such, she works closely with Dagos, the Marshal of the Pits, to maintain the Legions of Hell. She also finds it necessary to work with both Corin and Zaebos; with the former she uncovers internal spies and threats to the Legions, while with the latter she ensures that only the best devils are promoted. Among the Dark Ministry, Zimimar is both feared and respected; it is likely that a Courtier of Perdition will soon offer Zimimar a place as a Duke of Hell. Zimimar often appears in a form similar to that of an attractive, if somewhat plump, human woman, although she bears the wings, “scales,” horns, tail, cloven hoofs, and claws of a pit fiend. Her head is surrounded by a nimbus of flames that mimics human hair. A wide smile is frozen on her face, barring all of her large, sharp teeth. This perpetual grin is very disconcerting as there is no hint of pleasure or kindness in it. When devils believe that one of their number has done something to warrant punishment, they say “You’ve earned Zimimar’s smile.” Combat Zimimar detests physical confrontations as she has grown accustomed to having victims brought to her in chains so she can torture them. Still, her skills have not waned and she is still a formidable opponent. When fighting mortals, Zimimar typically attempts to charm the strongest looking one. If this proves successful, she orders the charmed victim to defend her while she envelopes herself in an unholy aura. Then, Zimimar will call down a meteor swarm centered on any nearby
spellcasters. If her enemies are still standing, she will cast greater dispel magic for two rounds before either casting fireballs or teleporting away for reinforcements. Constrict (Ex): Zimimar deals 2d8 + 26 points of damage with a successful grapple check. Disease (Su): A creature struck by Zimimar's bite attack must succeed at a DC 44 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength). Energy Drain (Su): Zimimar bestows 2 negative levels on a target with a touch attack or successful attack with a natural weapon. Fear Aura (Su): Zimimar can radiate a 20-footradius fear aura as a free action. Creatures in the area must succeed on a DC 41 Will save or be affected as though by a fear spell (caster level 36th). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura. Improved Grab (Ex): To use this ability, Zimimar must hit a Medium or smaller opponent with her tail slap attack. If she gets a hold, she can constrict. Poison (Ex): Injury; Fortitude DC 44; initial damage 1d8 Constitution, secondary damage death. Regeneration (Ex): Zimimar takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. Soul Abilities (Su): When Zimimar uses her energy drain ability on a creature, she gains a +9 bonus to her Strength, Dexterity and Constitution scores for 24 hours. She gains a +3 enhancement bonus on saves, ability checks and skill checks for 24 hours. She gains a +3 bonus to the save DC of her spell-like and supernatural abilities as well as the ability to use them thrice as often (this does not apply to her wish spell-like ability). If she kills a creature with her energy drain, she may assume its appearance and abilities (as the shapechange spell) for 24 hours. Because she is so often personally involved in the torture of creatures, these bonuses have been included in her statistic block above. Rare indeed is the day that has passed without Zimimar cutting deep into the very soul of a helpless victim. Soul Blast (Su): Thrice per day, Zimimar may project a blast of soul searing force that deals 10d6 points of damage against a target. A Reflex save DC 33 negates the damage. Zimimar can only make use of this power on a day she has drained energy, which means she almost always has this ability available. Soul Slave (Su): The bodies of those slain by Zimimar's energy drain are reanimated as wights under her control. Spell-Like Abilities (Sp): At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 9/day – meteor swarm and symbol of pain; 1/month – wish. These abilities are as spells cast by a 36th level sorcerer (save DC 23 + spell level). Summon Devils (Sp): Nine times per day, Zimimar can automatically summon four lemures, osyluths, or hamatulas; or two erinyes, cornugons, gelugons, or pit fiends. Possessions: Zimimar wears little in the way of magical items, but she has had her claws enchanted with the
wounding enhancement, causing them to be even deadlier than they already are. She wears a ring of protection +5, but only out of habit rather than need. The Infernal Writ is a scroll that contains a contract between her and an unknown entity that has increased her soul eater powers to the extent described above. This item never leaves her possession. Cohort: Zimimar is often in the company of her 'pet' Angstier (15 HD hellcat, ranger 18). This hellcat enjoys nothing more than hunting its favorite prey: devils.
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Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varrasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design:
Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Alan Jacobs Richardson, William Teebay, Simon Xu
The following is an excerpt from the Diary of Drenicus the Wise when he peered through a Mirror of the Realities during the Age of Greatness.
My “courier’s” anxiety was obvious. The intensity of the creature’s emotions was considerable, although simultaneously difficult to identify. Not quite fear, but certainly not happiness. It marched in step with scores of other similarly ranked pit fiends through the city-sized halls and courtyards. Great standards, nine different kinds in all, moved in step with the pit fiends, whipping and lashing angrily in the wake of devils. As soon as I saw their destination, a foreboding darkness filled me. I was to enter The Grand Chamber of the Serpent’s Throne where I would likely be the only mortal to bear witness to the infamous Procession of Perdition! The power of my spell was all that allowed me to comprehend what I saw without going mad. We were entering a black dome that I knew was the size of a large continent. The Grand Chamber of the Serpents Throne was both intimate and colossal. The chamber within the dome had great pillars along the walls. Decor simultaneously sinister and seductive marked the walls, but the edifice was otherwise austere. The floor and walls were made from strange metals that reminded me of black marble. The marble seemed lined with glowing, living blood. At times, small waves of flame dance from the metal. Even through my “courier,” I noticed the immense heat that coursed through the edifice; had I been there in person and without the proper protection, I would have wilted away to steam within seconds of entering. The interior perimeter wall of the dome was dominated by huge triangular windows that peered into a darkness so profound it was like staring into nothingness. Yet, at times, it seemed as if something tremendous shifted within that gloom, something ancient and patient beyond all reckoning. On the far left end of the dome were gathered nine distinct groups of beings. Some were monstrous in appearance while others were almost angelic. Nobility etched each face, arrogance marked each pose. These 81 creatures were used to power; they were each capable of effortlessly commanding each pit fiend in this chamber. Only the evil each exuded outweighed their pride. To the last, each Duke of Hell faced the right side of the dome. I could just spy eight large alcoves huddled between the pillars on the right end of the dome, four on either side of the chamber. What lay on the other side of the chamber was just beyond my vision… In typical fashion, mortals across the Cosmos have paid a great deal of attention to the histories and machinations of the Lords of the Nine. There are numerous treatises on these infernal despots, from ancient texts like Hellbound: The Blood War and Faces of Evil: The Fiends, to more recent studies like The Book of Fiends and The Book of the Righteous. To varying degrees of accuracy, these texts provide intriguing information on the nature of the Lords of the Nine. However, not even the infamous Book of Vile Darkness provides much on the beings most likely to cause woe to countless mortals drawn into the intrigues of Hell: the Dukes of Hell. However, the Dukes of Hell are more than pleased with this situation since it allows them great maneuverability and opportunities across the Cosmos. There are believed to be 81 Dukes of Hell, although some texts suggest either 90 or even 99 Dukes. It is known that there are the same numbers of Dukes for each Perdition in Hell and, considering the obsessive emphasis on numbers by Hell, it is most likely that nine Dukes for each Perdition is the most probable. Generally speaking, all Dukes maintain equivalent levels of power, although it is known that the Dukes of Maladomini, Cania, and Nessus tend to wield more political sway and physical might than the Dukes of the upper and middle Hells. The vast majority of Dukes were raised from pit fiend stock untold millennia ago. A number of former members of the Dark Ministry are believed to have become Dukes of Hell after their service in the Blood War. There are a fair number (perhaps 10%) who are counted among The Fallen and, in recent eons, more and more half-fiends have joined this highly selective group.
Within the various Infernal Courts, competition among the Dukes is fierce, although it is often subtle. The nature of Hell demands that formality and structure dictate every action in the Infernal Courts, so the Dukes tend to fight with words and through the actions (or inactions) of their own lackeys. Like the Lords, turn-over within the ducal ranks is relatively low and happens with surprising infrequency from the mortal perspective. Indeed, it has been well over 9,000 years since a single Duke of Hell was assassinated and replaced by another. A Duke of Hell is far more likely to be promoted to archdevil status (and immediately exiled) than to be killed while serving a Lord of the Nine. In a sense, the Dukes of a particular court create a sub-pantheon within Hell. The Dukes serve specific roles within the various Infernal Courts and these roles rarely change but with the explicit will of a Lord of the Nine. For example, the Dukes of Avernus all reflect different aspects of the tyrannical nature of war and conflict; thus, while Abigor reflects the perfect field general, Malphas represents the inventor of destructive technology. Like the Lords, Dukes tend to forge alliances within the various Infernal Courts to reflect vying aspects of a certain Ideal; however, Dukes are often just as likely to work with each other across layers and often to great success. Still, if a Duke had to choose between a hated Duke within his own Perdition and an ally from another Perdition, it is safe to assume that the Duke would support his peer. While serving the wills of the various Lords, most Dukes maintain their own demesnes within Hell with their own courts. It is not unusual for these to be domi-
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nated by pit fiends, gelugons, and cornugons as well half-mortal offspring and tyrannical monsters like aboleths, blue or green dragons, and illithids. These courts are most likely to answer summons on a Duke’s behalf or else carry out his interests with weak mortals. It is within these courts that great conflict occurs, much to a Duke’s amusement. However, all Dukes are certain to ensure that upheavals do nothing to challenge their positions. The following treatise details 18 of the better-known Dukes of Hell. These beings, while not even truly quasideities, are extremely powerful and very dangerous. Many have served as Dukes longer than most gods have existed in the Cosmos, making them receptacles of great knowledge. Their relative status among arch-devils and the Lords of the Nine should not be taken to suggest weakness. A single Duke of Hell could, if given the authority from a Lord, effortlessly take over entire kingdoms. It would take next to no effort for a single Duke to rub even the greatest would-be heroes out of existence.
Creating a Duke of Hell "Duke of Hell" is a template that can be added to any cornugon, gelugon, or pit fiend devil with at least 20 HD. On rare occasions (DM discretion), the Lords of the Nine, Hell’s god-like rulers, also grant this boon to very powerful mortals of at least 31st level (ascended mortals will use the totality of their character class in place of HD where HD is used as a basis upon which to determine DCs unless otherwise noted). On extremely rare occasions, fallen angels are granted this template. In all cases, a Duke of Hell has at least 10 levels in at least one class suited to his desires and duties. This acquisition assumes that the Duke attained powers and experience above and beyond his peers during his time prior to promotion, which puts him that much closer to the pinnacle of diabolic power. Note that the example of the power required for a powerful mortal to be promoted to Duke of Hell already includes the necessary class levels. The Dukes of Hell are the singular nobles that serve under the might of Hell's masters, the Lords of the Nine. Despite their sharing the appellation of Duke of Hell, the various nobles often have different titles and different responsibilities as they pursue the darkest of evils, the blackest of souls, and more power for their masters and themselves (these goals are not, of course, necessarily listed in order of priority). Although they share a common title, the Dukes of Hells are all individuals with different powers and abilities at their command. Each has a singular appearance (which can, of course, be mimicked with the use of illusions and similar magicks by rivals), and each deals with allies and adversaries in different ways. Still, considering that they are defenders of Law, one can expect certain similarities from the Dukes of Hell. The base creature's type changes to that of Outsider with the Extraplanar, Evil, and Lawful subtypes. The Duke of Hell uses all the base creature's statistics and special abilities except as noted here: Hit Dice: A Duke of Hell receives the maximum amount of hit points per hit die. Speed: The base speed of all modes of movement is increased by 10 feet. There is a 50% chance that, if the base creature could not fly, the new Duke of Hell will
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gain that ability at 90 ft. (average). Armor Class: The Duke of Hell acquires a +3 profane bonus to its Armor Class. Duke of Hell Qualities: The Duke of Hell retains the base creature's special qualities. In the event that the base creature has qualities that are alignment specific, like protection from evil, the Duke of Hell replaces the ability with the Evil and/or Lawful version. The Duke also gains the following: • Immunity to fire and poison. • Resistance to acid 20 and cold 20. • See in Darkness (Su): The Duke of Hell can see perfectly in darkness of any kind, even that created by a deeper darkness spell. • Telepathy 500 feet. • Damage reduction: The Duke acquires a DR of 20/ good and silver; if the damage reduced number for the base creature was higher, the Duke retains it, although the material(s) necessary to breach the reduction are replaced with good and silver. • Regeneration (Ex): Regeneration equal to the Duke’s Constitution modifier. The Duke takes normal damage from good-aligned silvered weapons and spells with the good descriptor. • Spell Resistance equal to the Duke’s Challenge Rating + 12. • As a member of the lesser nobility of Hell, the Duke of Hell gains a degree of might unknown to mortals and common devils. The Duke of Hell gains immunity to polymorphing, petrification, or any other attack that alters its form. Call Devils (Sp): The Duke of Hell, as a vassal to a Lord of the Nine, commands the respect of lesser devils. As such, a Duke of Hell can call devils or summon devils as a standard action. The Duke may call up to one time per day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they retain the ability to summon other devils as their Monster Manual descriptions allow. Thrice per day, the Duke may summon the same spread of fiends listed above. The Duke may either call or summon in one day, not both; if the Duke uses his calling ability, he cannot use his summon ability until the next day. The Duke is capable of calling and summoning devils not listed above, but in the same limited quantity based upon CR. Due to his vaunted status, the Duke of Hell is not beholden to the devils he calls or summons, so he rarely hesitates to do so if pressed. Some Dukes are more likely to rely on certain kinds of devils than others. While tricky Titivilus, a Duke of Dis, is likely to call erinyes, Martinet, the Constable of Nessus, is likely to rely on pit fiends. Diabolical Adaptation (Su): The Duke of Hell will exhibit special abilities or qualities different from his peers. For example, while most Dukes are completely immune to all kinds of fire, magical or mundane, a Duke of Cania, a layer of malign cold, may be immune to cold. Each Duke gains at least one special ability and one special quality in keeping with his/her duties and areas of interest upon its promotion; for every 30 total HD and class levels possessed, the Duke acquires an additional special ability or special quality. Diabolical Metamorphosis: Almost all Dukes of Hell experience some kind of physical change upon their apotheosis into this new station. This new form always
relates to their duties and desires. For example, as Dispater’s word twisting herald, Titivilus is not as huge and physically imposing as a pit fiend. This allows a degree of flexibility for the designer. Any adjustments in size and physical make up may affect the Duke’s attack methods or his advancement benefits. The designer should modify attack methods and locomotion accordingly, but keep basic combat statistics the same. Locked Within the Gates: A Duke of Hell cannot travel into the Mortal Coil by “traditional means.” Thus, the Duke cannot use nor take advantage of spells like planeshift or gate to travel between the Realities. Only powerful magicks, like incantation of the Pit, grants a Duke the ability to enter the Mortal Coil. Interestingly, if a Duke is given certain magic items, such as an amulet of the planes, by a mortal, he can use it to travel to the mortal coil once a year for up to nine days; while the mortal must be willing, he cannot be a sworn servant or worshipper of the Duke. Special Attacks, and Spell-like Abilities or Psionics: The Duke of Hell retains the special attacks, spelllike abilities, and psionic attacks of the base creature. In the case of Healing spells, such abilities are replaced with Necromantic spells of the appropriate type; if there is no clear opposite, the Duke retains the ability. The base caster level for such abilities is always the Duke's HD + 9, but each class level taken has a 50% chance of increasing the Dukes caster level by +1. Ascended mortals function as 30th level casters; additionally, for every character class level beyond 21st, the mortal has a 50% chance of gaining an additional caster level for his spelllike abilities. • Infernal Presence (Su): The Duke of Hell is surrounded by a 30-foot radius aura of fear, which he can initiate and terminate as a free action during his turn; the Duke may also determine which beings within the radius are affected. The Will save DC = 10 + ½ the Duke’s HD + Charisma modifier. Once a being successfully saves against a Duke’s fear aura, she cannot be affected by it again for 24 hours. Although other Dukes of Hell, arch-devils and the Lords of the Nine are immune to this fear aura, lesser devils are not. • All Dukes gain the following spell-like abilities: at will: animate dead, blasphemy, charm monster, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, unhallow, unholy aura, wall of fire. 3/day: destruction. 1/day: meteor swarm, symbol of pain. 1/week: wish. If the base creature already had access to a listed spell, it does not gain the ability to cast the spell multiple times. For example, a pit fiend that is promoted to a Duke of Hell does not maintain the ability to cast wish once a year since it can now cast it once a week. The save DCs are Charisma-based. • The Duke of Hell never pays corruption costs for corrupt spells as described in the Book of Vile Darkness. The Duke of Hell’s being is already corrupted past the point of it suffering any ill effect from casting such spells. However, the Duke is still affected normally if corrupt magic is cast against him, i.e. he is not immune to the effects of corrupt magic, merely immune to the corruption cost for casting said magic. Abilities: The Duke of Hell may apply up to a total
of 6 points to his ability scores, scattering them as necessary to meet his new responsibilities in Hell. He is under no obligation to use these points. The Duke may also “swap” existing ability scores on a two for one basis; i.e. the Duke could exchange 2 points of Strength for 1 point of Intelligence. Feats: The Duke of Hell typically retains any existing feats of the base creature, although at times the Duke can “swap” a feat for another so long as the Duke meets the prerequisites for the new feat. All Dukes of Hell gain the Corrupt Spell-Like Ability as a bonus feat as listed in the Book of Vile Darkness and Epic Evil Brand as a bonus feat as listed in Epic Insights, a Wizards of the Coast web enhancement. Challenge Rating: + 3 + ½ class levels. It is important to remember to adjust the CR of the base creature beyond just size adjustments (as described in the Monster Manual). For example, if a pit fiend was the base creature and, upon its promotion to Duke status, it lost its disease, poison, and constriction, the base CR should be reduced by 2 (each ability counts as 2 points to the CR equation divided by 3). Treasure: Triple standard. Most Dukes of Hell also wield “signature items” that do not count towards the treasure calculation. Alignment: Always Lawful Evil Advancement: By character class Summoning: A Duke of Hell can be summoned using the guidelines found in Chapter 2: Forbidden Magic. Note that in the summoning descriptions of certain Dukes found below, some adverse effects are mentioned for those who summon Dukes without protective magicks in place – a foolish venture. These adverse effects are supernatural in nature in all cases, and thus are not thwarted by spell resistance.
ABIGOR Supreme General of Avernus Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A stylized black nightmare with scalloped wings on an inverted, red triangle. Fighter 25 Hit Dice: 25d8 + 25d10 + 400 (850 hp) Initiative: +18 Speed: 40 ft. in full plate (base 50 ft.) Armor Class: 61 (-1 size, +13 armor, +5 deflection, +1 Dexterity, +23 natural, +3 profane, +7 shield), touch 18, flat-footed 60 Base Attack/Grapple: +38/+56 Attack: Ebon Sunder, +60 melee (2d6+33 + 2d6 (lawful) + 2d6 (unholy)/19-20/x3 + 2d6 (Overwhelming Critical) + death (Fortitude DC 44); or Abigor’s Standard ,+58 melee (2d6+33 + 3d6 and one negative level (lawful power)/x2 + 6d6 and three negative levels (lawful power); or claw +51 (2d8+14) Full Attack: Ebon Sunder, +60/+55/+50/+45 melee (2d6+33 + 2d6 (lawful) + 2d6 (unholy)/19-20/x3 + 2d6 (Overwhelming Critical) + death (Fortitude DC 36); or Abigor’s Standard, +58/+53/+48/+43 melee (2d6+22 + 3d6 and one negative level (lawful power)/ x2 + 6d6 and three negative levels (lawful power); or 2 claws +51 (2d8+14) Space/ Reach: 10 ft. /10 ft. Special Attacks: Call devils, Infernal Insight, Infernal
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Presence, spell-like abilities Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., immunity to fire and poison, Infernal Knight, regeneration 8, resistance to acid 20 and cold 20, Secrets of War, see in darkness, spell resistance 47, telepathy 500 ft. Saves: Fort +34, Ref +36, Will +38 Abilities: Str 38, Dex 31, Con 27, Int 26, Wis 31, Cha 30 Skills: Appraise +8 (armor +10, weapons +10), Balance +22, Bluff +35, Climb +45, Concentration +38, Craft (armorsmithing) +29, Craft (weaponsmithing) +30, Diplomacy +16 (+22 with evil beings), Disguise +31 (+33 when acting in character), Gather Information +14, Handle Animal +48, Hide +27, Intimidate +69 (+75 against evil beings), Jump +65, Knowledge (arcana) +29, Knowledge (architecture and engineering) +20, Knowledge (nature) +18, Knowledge (the planes) +42, Knowledge (religion) +42, Listen +31, Move Silently +31, Perform (oratory) +14, Ride +54, Search +29 (+31 for secret doors and passages), Spellcraft +31, Spot +50, Survival +35 (+39 on another plane, +37 while tracking), Tumble +37. Feats: Cleave, Combat Expertise, Corrupt Spell-Like AbilityB, Dodge, Great Cleave, Improved Critical (lance), Improved Initiative, Iron Will, Leadership, Mobility, Mounted Combat, Power Attack, Quick Draw, Quicken Spell-Like Ability (destruction), RideBy Attack, Spirited Charge, Spring Attack, Trample, Weapon Focus (heavy mace), Weapon Focus (lance), Weapon Specialization (heavy mace), Weapon Specialization (lance). Epic Feats: Dire Charge, Devastating Critical (lance), Epic Evil Brand B, Epic Reputation, Epic Weapon Focus (lance), Epic Weapon Specialization (lance), Legendary Rider, Spellcasting Harrier, Superior Initiative Environment: Avernus, First of the Nine Hells of Perdition Organization: Solitary; troupe (2 - 8 narzugons); battalion (5 - 20 red squamugon, 4 - 16 barbazu, 3 - 12 narzugons, and 1 - 2 cornugons); or legion (10 - 40 lemures, 5 - 20 red squamugon, 4 - 16 barbazu, 3 - 12 narzugons, 2 - 8 cornugons, 2 - 4 pit fiends) Challenge Rating: 35 Treasure: Triple Standard plus +5 heavy fortification full plate armor, Abigor’s Standard, Ebon Sunder, +5 ring of protection Alignment: Lawful Evil Abigor, the Supreme General of Avernus, is one of the most powerful and well-known Dukes of Hell. There is little doubt that he is the strongest and most important Duke of Hell in Avernus and Lord Bael’s most trusted and honored servant. He has received countless commendations for his service in the Blood War and in efforts against the enemies of Hell. His standard flies high in the annals of Hell and some suspect that very soon, Abigor will either become the new Lord of the First or will be destroyed by Bael for his achievements. Abigor has been a Duke of Hell for as long as any can remember. It is believed that he rose from pit fiend rank well before the Dies Irae and that he served as a minor though strong - vassal within the Court of Astarte alongside Bael. Abigor, alongside the marginally weaker Bael, achieved many victories in the Blood War; how-
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ever, since Abigor was a vassal subject to the whims of Astarte, he did not travel as much as Bael, and ever was he under Astarte’s glare. It was this proximity that caused the potential for Lordship to pass over Abigor. Bael, with his numerous contacts, tremendous popularity, and impressive skills in both military conflicts and noble intrigue, was able to consolidate his power and overthrow Astarte after the Dies Irae. Upon assuming the Lordship of Avernus, Bael purged his court of Astarte’s sycophants; Abigor, however, was allowed to remain. In Abigor, Bael recognized an untapped power that would bring him greater glory and greater respect. Bael knew that Abigor, who was already a minor legend in Hell and among the hordes of The Abyss, would be an asset to his goals. However, many believe that Bael is making the same mistake his predecessor made as he allows Abigor a long leash and confers great authority and more glory upon the Supreme General. However, Bael is not a fool and he has filled Abigor’s legions with plenty of spies, most of who do not know that they are working with others. To date, Abigor has done nothing to suggest that he is anything but a loyal servant. Indeed, Abigor seems to have no interest in the Lordship of Avernus. Abigor lives for combat and victory. He seeks nothing but the most difficult military challenges and the opportunity to topple his adversaries in honorable (for a devil) battle. As the Supreme General of Avernus, Abigor commands 666 Legions under the auspices of both Avernus and the Dark Ministry. Known as the Supreme Legion, it numbers the best, bravest, and deadliest diabolical warriors in Hell. Unlike most Dukes, Abigor spends a significant amount of time involved with the Blood War. Abigor has a reasonably good relationship with Dagos of the Dark Ministry; still, Abigor makes it clear that he does not take orders from the Marshall of the Pits so much as he deigns to do favors for the Dark Minister every now and again. Abigor is viewed with envy among the other Dukes of Bael’s Court. While they cannot help but respect him, they all despise Abigor and most have multiple plans in place to bring low the Supreme General. So far, none of their plans have met with any success as Bael himself values Abigor. Across Hell, Abigor is respected and feared, although some are beginning to question his seemingly endless loyalty, a clear sign of weakness in Hell. This notwithstanding, Mephistopheles himself has covertly offered Abigor a place in his court on numerous occasions. Abigor is as comfortable strategizing in the background as he is fighting in pitched battles. He seems to have a supernatural ability to second-guess the actions of his enemies even before combat begins. To date, he has never lost a contest against the armies of any demon lord. However, more than anything, he prefers one-onone confrontations that offer the chance to showcase his power and honor. Abigor never cheats in combat once the stakes and methods are solidified because he does not believe he needs to cheat in order to overcome his adversaries. Aside from his responsibilities in the Blood War, Abigor is slowly fomenting cults across Creation. Made up of powerful warriors of all types, his cultists seek nothing more than to follow in the footsteps of their master. It is for this reason that Abigor is uninterested in the Lordship of Avernus. He believes that if he can create a large enough army of mortals, the belief they offer
him will allow him to break beyond the bounds of Hell into true divinity. So far, Bael has no idea of this true intent and, since Abigor does not share this goal with subordinates, neither do any of Bael’s spies. Abigor represents violence and atrocious acts masked by false honor and misplaced commitment. Abigor does not care about the pain and anguish he allows others to suffer because, as far as he is concerned, all those opposed to the will of Hell are worthy of nothing better than slavery and subjugation. Abigor believes that his honorable behavior sets him apart from the rest of Hell; however, his “honor” does not stop the atrocities carried out by his troops and his allies. Abigor is guilty by association; he is an accessory to the crimes committed by Hell. His honor is nothing more than a reflection of his tremendous pride and self-righteousness. Abigor appears as a large male humanoid covered in highly stylized, fearsome burnt-gold and red plate-armor. A diabolical helmet covers his face entirely, although burning gold eyes gleam from behind the visor. A cloak that crackles like flames whips around him. Abigor speaks with a powerful, commanding voice that, although filled with evil, seems to capture the souls and hearts of any warrior dedicated to a cause against anarchy. When he appears in Bael’s court, Abigor usually removes his helmet. Abigor’s face is that of a handsome humanoid male with saturnine features, well-groomed fiery-red moustache and beard, and golden skin; a pair of tiny horns on his forehead and pointed teeth betrays his diabolical heritage. Abigor is almost always accompanied by his mount Bleak, a cauchemar nightmare with 27 HD, maximum hit points, and a pair of bat-like wings. Combat Abigor favors honorable combat and prefers to fight a single enemy with a number of provisions in place. First, he expects his enemy to fight to his utmost. Second, he expects no quarter for he himself will not offer any. Finally, he always fights to the death. What Abigor never explains is that he only fights to the death of his adversary rather than to his own demise. Once Abigor realizes that he risks defeat, he immediately teleports away. Abigor will always offer to duel the strongest looking melee warrior in a group. In such a situation, he immediately casts unholy aura on his person and then, if mounted, charges into battle. He will usually only use his weapons; if pressed, Abigor begins casting spells (usually blasphemy and destruction). He never calls or summons reinforcements in such circumstances. If Abigor is forced to fight a group, he initiates combat by summoning narzugons and then detonates a meteor swarm on any obvious spellcasters. He then selects the strongest melee fighter and concentrates all of his efforts on him until he is dead. If the combat seems especially fierce, Abigor will summon pit fiends the next two rounds and then begin casting blasphemy and destruction when the opportunity permits. Call Devils (Sp): Once per day, Abigor can automatically call 12 lemures; 8 barbazu, erinyes, or squamugons; 6 hamatulas, narzugons, or osyluths; 4 cornugons or gelugons; or 2 pit fiend. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Abigor may summon 12 lemures; 8 bar-
bazu, erinyes, or squamugons; 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Abigor may either call or summon in a day; he may not do both. Abigor loves a tough fight and, in the unlikely event he is traveling without at least a troupe of narzugons, he will not call nor summon reinforcements until he is near the end of the combat against foes he has soundly defeated, allowing his devils to hunt down the few survivors. He never calls or summons devils if he is being overcome, as he is too proud to lose face. Infernal Insight (Ex): Abigor’s ability to secondguess the combat actions of his opponents is legendary. In fact, many who have witnessed Abigor effortlessly defeat adversaries that clearly outnumbered him have led to the suspicion that Abigor somehow can look into the future and determine the best course of action to take against foes. 3/day, Abigor may use his Infernal Insight. Abigor selects a specific enemy at the beginning of his turn as a free action; usually, Abigor acknowledges his target with an elaborate bow. Against this foe, Abigor receives a +6 bonus to his armor class, attacks, damage, and saves. The bonus lasts for 9 rounds or until Abigor defeats his foe. Once Abigor selects a specific target, he cannot switch until 9 rounds have passed or until the foe lies unconscious or dead. Infernal Knight (Su): Of all the devils in Hell, none are considered as honorable as Abigor. So infectious is his honor and his bravery on the field that even the most cowardly devils in his armies are filled with dark exhilaration while in Abigor’s presence. As a full round action, Abigor may make an uplifting speech to his fellows. At the end of the speech, all of his allies within 66 feet receive a +3 circumstance bonus to their armor class, attacks, damage, and saves and receive immunity to spells and effects from the school of Enchantment. This boon lasts for either 6 rounds or as long as the beneficiary remains within 66 feet of Abigor. Although Abigor must wait 6 rounds between using this ability, he seems to have no limit to the number of times he may call on his power as an Infernal Knight. Infernal Presence (Su): Abigor’s Infernal Presence has a Will save DC of 32. His caster level is 34th. Secrets of War (Ex): Abigor’s success on battlefields across the Cosmos is legend, and many warriors from tyrannical fighters to corrupted paladins to vile blackguards - have sought out the Supreme General in the hope of learning from him. Abigor offers his secrets to those with enough courage and resources to call him to the Mortal Coil. Once per day, Abigor can reveal a Secret of War. In return for whatever price Abigor requests, he can grant his client +9 total bonus points that can be assigned to the following elements as the client chooses: Strength, Constitution, attack bonus, Fortitude save, or skills from the fighter class; conversely, he can grant the client a fighter’s bonus feat even if the client does not meet the prerequisite(s). However, there is a price for Abigor’s secrets. Each week the client takes advantage of the boon, he receives a -1 penalty to his Wisdom and Charisma. Thus, if the client applied +3 points to his Strength, +3 points to his attack bonus, and +3 points to his Fortitude save, each week in which he got into melee combat would result in him suffering a -2 penalty to his Wisdom and Charisma (he is benefiting from both his increased Strength and attack bonus in melee combat). Once the client reaches a total of -9 points in Wisdom and Charisma, he is compelled to travel to an isolated place on his own where he is forced
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to face a corrupted version of himself. In this conflict, the corrupted version retains the bonuses the client received from Abigor, while the client himself loses his bonuses and retains the penalties. If the corrupt doppelganger wins the battle, the client becomes Lawful Evil (if he was not already) and Abigor’s slave (as if under the effects of dominate monster) for eternity. If the client overcomes his corrupted copy, he still suffers from the penalties and receives another +9 bonus divisible as described above; the process repeats itself. If the client succeeds in defeating his doppelganger three times, he is forced to do battle against Abigor himself without his bonuses and with his penalties. To date, no one has defeated the Supreme General, so it is unknown what would happen if the client won the final contest. Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day – destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 34th; DC 20 + spell level. Possessions: Ebon Sunder (a +6 axiomatic, demonbane, unholy lance), Abigor’s Standard (a large +6 lawful power heavy mace), +5 heavy fortification full plate armor, +5 heavy steel shield of greater electrical resistance, and a +5 ring of protection. As a Duke of Hell and the Supreme General of Avernus’ armies, Abigor has access to three times the treasure for his Challenge Rating. Abigor has a vast collection of lances and maces, including a few minor artifact versions of such items. However, he rarely uses such items as he prefers Dark Sunder (a gift from Bael) and Abigor’s Standard (a gift from Malphas). Summoning Abigor In order to summon Abigor, the participants in the ritual must provide the standards of military units as a sacrifice (at least three different standards or emblems). These emblems should be made of high quality materials, such as silk and thread of gold, to a value of not less than 600gp. If the emblems were obtained by means of conquest, the participants gain a +3 bonus on checks to summon the Supreme General. Upon successfully summoning Abigor, the standards raise into the air, as if being hoisted aloft, and the sound of brazen trumpets erupts throughout the area. The careful cadence of a military drum begins, before the standards burst into flame and fall to the floor. The smoke and fire coalesce into Abigor, whose first act is to scatter the ashes of the standards used to summon him to the four cardinal directions. Abigor treats any summoning event much as he would a battlefield. He has numerous predetermined tactics available for all types of clients, should the need arise, and may demand answers to some rudimentary questions to ascertain what type of client he faces. He willingly offers his Secrets of War, albeit at a high price, to any creature foolhardy enough to summon him, and will typically remain for the full duration of the summoning, even if all bargains have been made (Abigor uses this time to further assess the nature of his client, in
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the event that he or she become an opponent). At the time of departure, sulphurous smoke rises from the ground within the area, slowly obscuring Abigor from sight. From within the fog, a sooty red glow rises, and the clash of army on army can be heard from within. At some point during this, Abigor simply returns whence he came, although the smoke - sometimes referred to as Abigor’s ‘fog of war’ - remains for three hours.
MALPHAS, Siege Master of Avernus Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A black siege engine encircled by orange flames on an inverted, red triangle Wizard 20 Hit Dice: 20d8 + 20d4 + 320 (560 hp) Initiative: +14 Speed: 50 ft., fly 90 ft. (good) Armor Class: 40 (-1 size, +3 armor, +10 Dexterity, +23 natural, +3 profane), touch 14, flat-footed 30 Base Attack/Grapple: +30/+42 Attack: War’s Tool +40 melee (1d8+11 + 2d6 (axiomatic) + 1d6 (fire) + 1d6 (cold)/x4 + 3d10 (fire) + 3d10 (cold); or claw +37 melee (2d8+8) Full Attack: War’s Tool +40/+35/+30/+25 melee (1d8+11 + 2d6 (axiomatic) + 1d6 (fire) + 1d6 (cold)/ x4 + 3d10 (fire) + 3d10 (cold); or 2 claws +37 melee (2d8+8) and 2 wings +32 melee (2d6+8) and beak +32 melee (4d6+4/19-20/x2 and 1 Constitution damage). Space/ Reach: 10 ft./10 ft. Special Attacks: Call devils, Infernal Presence, Observe Flaw, spell-like abilities Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., immunity to fire and poison, Knowledge of War, regeneration 8, resistance to acid 20 and cold 20, Siege Master, see in darkness, spell resistance 43, telepathy 500 ft. Saves: Fort +30, Ref +32, Will +29 Abilities: Str 27, Dex 30, Con 27, Int 36, Wis 20, Cha 26 Skills: Appraise +13 (alchemical items +17, armor +17, metalwork +15, woodwork +17, shipping +15, weapons +17), Balance +12, Bluff +34, Climb +29, Concentration +39, Craft (alchemy) +39, Craft (armorsmithing) +29, Craft (blacksmithing) +39, Craft (carpentry) +39, Craft (shipmaking) +35, Craft (weaponsmithing) +39, Decipher Script +37, Diplomacy +12 (+18 with evil beings), Disable Device +29, Disguise +29 (+33 when acting in character), Hide +27, Intimidate +43 (+49 against evil beings), Jump +31, Knowledge (arcane) +47, Knowledge (architecture and engineering) +47, Knowledge (nature) +15, Knowledge (the planes) +34, Knowledge (religion) +34, Listen +26, Move Silently +31, Search +34 (+38 for secret doors and passages), Spellcraft +50, Spot +26, Survival +5 (+7 on another plane, +7 while tracking), Tumble +33 Feats: Cleave, Corrupt Spell-like Ability B, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Diligent, Eschew Materials, Fly-by Attack, Great Cleave, Improved Initiative, Iron Will, Maximize Spell, Power Attack, Quicken Spell-like Ability (power word stun), Scribe Scroll, Spell Focus
(Evocation). Epic Feats: Craft Epic Magic Arms and Armor, Craft Epic Wondrous Items, Efficient Item Creation (Magic Arms and Armor), Epic Evil Brand B Environment: Avernus, First of the Nine Hells of Perdition Organization: Solitary or troupe (2 - 8 hamatulas) Challenge Rating: 31 Treasure: Triple Standard plus War Engine, War’s Tool, ring of spell turning, and +3 bracers of armor Alignment: Lawful Evil Siege Master Malphas is the most cerebral and reserved of Avernus’ Dukes. Malphas is not a combatant and actively avoids combat situations, preferring to remain in his fief, which lies near the Bronze Citadel. However, this apparent pacifist among the War Masters of Avernus is nevertheless held - grudgingly - in high regard among his peers, and Bael himself values Malphas’ place in his Court. After all, it is due to Malphas that Avernus, and by extension Hell, continues to stand against the hordes of The Abyss since it is Malphas who has created and continues to create some of the most powerful weapons known in the Cosmos. Malphas has been a Duke of Hell longer than most can remember. He has served on the Courts of Tiamat, Astarte, and now Bael; as a result Malphas possesses a great deal of knowledge about not just his former and current masters, but about other and former Dukes of Hell as well. In the past, many feared that Malphas would use this information to blackmail them, but that is not Malphas’ way. Malphas is interested only in one thing: ending the Blood War. This desire is Malphas’ sole interest and thus, he has time for little else, particularly in-fighting. Malphas believes that the Blood War is a waste of Hell’s resources and a threat to the Reality’s ideals. He believes that it is also a waste of the power that could be gained if the Depths Below were united under one banner, that of Hell. Malphas believes that if he can create the ultimate weapon, one of such power that it could decimate the vast majority of demons, the war would stop and all would fall into its rightful place. Malphas believes that his aims are honorable; after all, the reason the War persists, the reason why outsiders stand opposed to Hell, is because they have the freedom to do so. If a weapon must be created to force them into subservience, so be it. Malphas would provide that weapon. And, with this weapon, no one - not even Asmodeus - would be able to stand against Malphas. Malphas believes that his place is in the background crafting more and more weapons for the Legions of Hell. So great is his ability to create weapons in a short period of time that his skills are often sought after by the Dark Ministry, as well as by powers beyond Hell and the Blood War conflict. Malphas is always willing to do commissioned work so long as time permits and the pay is good, but he is always certain to make sure that whatever he creates benefits Hell in some way. Among the Dukes of Avernus, Malphas is scorned but admired. They all know that it is due to his work that their armies continue to stand against The Abyss. Bael is extremely pleased with Malphas. Although he suspects his Duke’s ultimate goals, the Lord of the First doubts that it will ever be reached and so allows Malphas a great deal of freedom. Malphas is also popular with the Court
of Dispater. Indeed, it is through Malphas that any communication occurs between Bael and Dispater, as the Arch-Duke of Dis believes that he could make a tidy profit by selling Malphas’ creations to mortals in the Mortal Coil. Numerous doomsday devices across the Cosmos, some of which achieved their ultimate use, can be traced back to a merchant from Dis who herself bought it from Malphas. Malphas has the general build of a pit fiend, although he lacks a tail and, rather than covered in scales, his translucent body is dressed in charred, red feathers. Great vulture-like wings spread from his back and his head is very similar to that of a horned, diabolical crow’s. Malphas always wears numerous, but mundane, belts and straps and often talks to himself. He never looks a person directly in the face with both eyes, preferring to peer at those with whom he interacts with one eye, much like the crows he favors. Malphas speaks in a surprisingly quiet voice, although on the rare occasions in which he is driven to anger, he has been known to shriek horribly. Combat Malphas is something of an aberration among the Courtiers of the First Perdition in that he does not enjoy direct confrontation or combat. Malphas believes that his skills are too singular, and his desires too important, to risk become gravely injured, captured, or killed by enemy forces. As a result, Malphas always travels with a troupe of hamatulas and will almost always teleport away at the first sign of danger. If Malphas finds that he is forced to fight, he will immediately call on his Infernal Presence - hoping to drive his antagonizers away - before casting a meteor swarm centered on his person. In following rounds, he will likely call a couple of cornugons while his hamatulas attack. Then, he will either try to teleport away or, barring that, he will begin to cast the highest-level magic at his disposal, starting with his wish if it is still available. Malphas will usually cast disjunction (which he always has prepared) early in an engagement against powerful mortals, or else he will cast destruction against the likes of demons. If forced into melee combat, Malphas will usually surrender; if his appeal is ignored, he will charge into battle, surprising those who expected a simple kill with his ruthlessness. Call Devils (Sp): Once per day, Malphas can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Malphas may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Malphas may either call or summon in a day; he may not do both. Although he believes that he is an integral part of Avernus’ war-mongering hierarchy, Malphas believes that personal violence is beneath him. As a result, Malphas often calls in a couple of cornugons at the first sign of trouble and usually teleports away to sound an alarm. Infernal Presence (Su): Malphas’s Infernal Presence has a Will save DC of 28. His caster level is 39th. Knowledge of War (Ex): To mortals, war is one of the most destructive, heinous events in life. Even for those not on the front lines of a conflict, the price of war
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can be steep. Many powerful minds, from former artisans and engineers, to arcane and divine spellcasters, use their profound knowledge and skill to create weapons of great destruction and pain to promote the war effort for their side. These men and women, believing that their actions will expedite the end of hostilities, are often willing to do whatever it takes to ensure the success of their inventions. Many, for any number of reasons, eventually seek out Malphas, hoping that his knowledge and advice will help them create the ultimate weapon that, in the end, will also be the ultimate peace-keeper. The Siege Master is more than happy to grant some of his vast knowledge to such patriots, but as all things in Hell, this knowledge comes with a price. Three times per day, Malphas may provide Knowledge of War. When Malphas is summoned, he is able to either impart a +9 bonus to the skills listed below, or he can allow a spellcaster with the Craft Magic Arms and Armor feat to create such items as if he were three levels higher and at 1/3 the cost and time. These bonuses are permanent. However, these boons are bought at a steep price. All other skills possessed by the victim suffer a -6 penalty. Furthermore, the client finds his ability to craft all other kinds of magical items dulled; he crafts such items as if he were six levels lower in caster level and it takes double the cost and time to complete the work. If the client either takes up to three of these boons (gaining a +27 bonus to skills, +9 caster level to magical arms and armor creation, -18 penalty to all other skills, and -18 caster level to magical item creation), or if the client creates 9 items while benefiting from the bonuses, he becomes irrevocably Lawful Evil and his soul becomes the property of Malphas. The only way to overcome this effect is for the client to atone for his actions under the administration of a 21st level cleric, thereby losing his bonuses; the penalties typically remain until the client successfully completes a quest dedicated to returning or preserving true peace. It is rumored that if the client willingly sacrifices himself with his own weapons that he will likewise cleanse his soul of Malphas. The following skills are those skills that a client of Malphas is able to increase by means of Knowledge of War: • • • • • • •
Craft (alchemy) Craft (armorsmithing) Craft (bowmaking) Craft (blacksmithing) Craft (weaponsmithing) Knowledge (arcana) Knowledge (architecture and engineering)
Observe Flaws (Ex): As one of the best weapon makers in Creation, Malphas has made, if not improved, every weapon that has ever existed at one time or another. Thus, he knows every weapon and every piece of armor intimately, so much so that he can find flaws in arms that many others would consider to be the best there is. Malphas may Observe Flaws in armor and weapons of any kind so long as he studies them for at least three rounds as a standard action; he may do nothing else other than move while Observing. Malphas must select one entity and decide to Observe either his armor or his weapon. Once the three rounds have passed, Malphas receives a +3 bonus to his armor class against any weapon (excluding natural weapons); Malphas may also impose a 27% chance that weapons that
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strike his person shatter. Against armor, Malphas gains a +3 bonus to by-pass the armor bonus. In any case, Malphas maintains the bonuses for three rounds. Malphas may opt to Observe for a longer period of time. If he Observes for six rounds, the bonuses and duration double; if he Observes for nine rounds, the bonuses and duration triple. Magical weapons and armor seem to acquire no special defense against Observe Flaws, although magic weapons (including artifacts) only suffer a 10% chance of being destroyed. Siege Master (Su): As the Siege Master of Avernus, Malphas is known for the creation of incredibly powerful siege engines in addition to other terrible weapons of war. Malphas may call on his power as Siege Master to create especially powerful weapons in a shorter period of time and with less cost. Malphas is capable of producing items at a much faster rate than normal. His Craft checks to determine progress per day are done in silver pieces rather than copper, and his Craft checks per week are done in gold pieces rather than silver. When crafting any magic armor or weapon, Malphas crafts the items at an accelerated rate. He may craft such items at a rate of 30,000 gp per day. Additionally, any magical weapon designed by Malphas automatically possesses the demon-bane enhancement; this does not increase the cost of creation. Once a year, Malphas may create a weapon that accomplishes one of three things: 1. Ignores Hardness; 2. Ignores Damage Reduction; 3. Deals maximum damage. Unfortunately for Malphas and Avernus, whenever he creates any weapon benefiting from one of the above three benefits, he loses the ability to cast spells or spelllike abilities for one year as he is psychically drained. Furthermore, although these weapons are considered epic and evil for the purpose of overcoming DR, no other enhancement may be applied to them. Finally, Malphas has the ability to cannibalize magic items to harvest the power held within. The process requires 1 day per 300,000 gp of the item, at the end of which Malphas can add a number of points to his item creation XP pool equal to one-half the XP required to create the item. For instance, if Malphas cannibalizes a +5 longsword (which costs 2,000 XP to create) he adds 1,000 points to his pool. A charged item that is not fully charged only contributes a proportional amount of XP. Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 39th; DC 18 + spell level. Wizard Spells per day: 4/8/7/7/7/7/6/6/6/6; base DC 23 + spell level, 24 + spell level for Evocation. Caster level 40th. As a Duke of Hell, Malphas has access to every spell in the Player’s Handbook. Malphas tends to prefer utilitarian spells as he does not believe that it is
worth his time to risk his life getting involved in combat of any kind. Typical Wizard Spells prepared: 0 - arcane mark, mending, prestidigitation, read magic; 1st - alarm, shield, comprehend languages, identify, magic aura, magic missile, ray of enfeeblement, unseen servant; 2nd arcane lock, eagle’s splendor, fox’s cunning, gust of wind, knock, misdirection, obscure object; 3rd - arcane sight, haste, nondetection, protection from energy, sepia snake sigil, tongues, wind wall; 4th - black tentacles, contagion, scrying, shadow conjuration x2, stoneshape, stoneskin; 5th - fabricate, major creation, permanency, sending, shadow evocation, telekinesis x2, wall of force; 6th - analyze dweomer, contingency, flesh to stone, globe of invulnerability, legend lore, true seeing; 7th - greater arcane sight, greater shadow conjuration, limited wish, mage’s sword, project image, teleport object; 8th - dimensional lock, discern location, greater shadow evocation, polar ray, screen, temporal stasis; 9th - disjunction, prismatic sphere, shades, shapechange, time stop, wish. War Engine: Deep within the confines of Malphas’ fortress in Avernus lies his War Engine, a vast pool of energy he created millennia ago that stores vast amounts of pure, infernal energy. Once a week, Malphas can draw up to 3,000 experience points for the purpose of Crafting Magic Arms and Armor. Malphas may draw on this power from anywhere in Hell and even across planar boundaries. Possessions: War’s Tool, ring of spell turning, and +3 bracers of armor. As the Siege Master of Avernus, Malphas has access to every weapon and armor available in the Dungeon Master’s Guide, as well as quite a few not listed therein. However, since Malphas prefers not to use weapons in combat, he rarely finds cause to look for weapons or armor. Instead, Malphas is more likely to use powerful rods or staves to augment his already impressive arcane power. Summoning Malphas Malphas will accept as a sacrifice a portion of the life energy of the participants of the ritual (in the form of XP). A minimum amount of 500 XP must be contributed (split equally between each participant), which flows directly into Malphas XP pool for the development of magic arms and armor. Alternatively, magic weapons and armor to the value of 2,500gp can be sacrificed; in such a case, the arms and armor are consumed during the casting, and cannibalized for their XP energy as described in Malphas’ Siege Master ability. Upon the correct pronunciation of the final incantation, the sound of hammers on anvils begins. Lines of fire erupt in the air, quickly tracing out complex designs of war engines and weapons of mass destruction. In the midst of these designs, fiery tracery of the crow-headed form of Malphas take shape. The fiery lines, once finished the outline of the Siege Master, proceeds to flesh him out entirely, until he stands before his summoners. Malphas comes across as very approachable, and gets down to business straight away. He has little time for questions, only time for decisions on what is wanted and what will be paid for it. If he suspects that the summoners have powerful items dedicated to goodness or freedom, he will often appear to think heavily after each time his summoners’ speak; in reality, he is using his Observe Flaws ability in case he has need to destroy the item(s) in question.
Once the summoners have done treating with the Siege Master (or the duration of the summoning has passes), Malphas explodes in sulphurous flame, appearing to disintegrate in the midst thereof. The sound of hammers on anvils continues for three minutes before fading.
CAIM, Duke of Logic Duke of Hell Medium Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A black rapier piercing the pages of an opened, gray book on a red, inverted triangle Illusionist 17/Rogue 5 Hit Dice: 20d8 + 5d6 + 17d4 + 252 (510 hp) Initiative: +12 Speed: 50 ft.; fly 90 ft. (good) Armor Class: 51 (+4 armor, +5 deflection, +8 Dexterity, +21 natural, +3 profane), touch 26, flat-footed 51 Base Attack/Grapple: +31/+38 Attack: +45 melee Black Rhetoric (1d6+10 + 2d6 (axiomatic) + 2d6 (unholy)/18-20/x2 Full Attack: +45/+40/+35/+30 melee Black Rhetoric (1d6+10 + 2d6 (axiomatic) + 2d6 (unholy)/18-20/x2 Space/ Reach: 5 ft./5 ft. Special Attacks: Call devils, Deconstruct, Infernal Presence, sneak attack +3d6, spell-like abilities, spells Special Qualities: Dark Philosophy, Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., evasion, immunity to fire and poison, Infernal Enlightenment, regeneration 6, resistance to acid 20 and cold 20, see in darkness, spell resistance 44, telepathy 500 ft., trapfinding, trap sense +1, uncanny dodge Saves: Fort +29, Ref +32, Will +33 Abilities: Str 21, Dex 29, Con 23, Int 34, Wis 26, Cha 32 Skills: Appraise +12 (calligraphy +20), Balance +12, Bluff +41, Climb +26, Concentration +47, Craft (bookbinding) +22, Decipher Script +37, Diplomacy +63 (+69 with evil beings), Disguise +33 (+37 when acting in character), Forgery +30, Gather Information +33, Hide +29, Intimidate +39 (+45 against evil beings), Jump +28, Knowledge (arcane) +54, Knowledge (local) +36, Knowledge (nature) +32, Knowledge (the planes) +52, Knowledge (religion) +53, Listen +29, Move Silently +29, Perform (oratory) +19, Search +40, Sense Motive +21, Spellcraft +57, Spot +29, Survival +10 in above ground natural environments, +12 on another plane, +12 while tracking, Tumble +29. Feats: Cleave, Corrupt Spell-like Ability B, Craft Wondrous Item, Dark Speech, Eschew Materials, Extend Spell, Great Cleave, Greater Spell Focus (Illusion), Improved Initiative, Iron Will, Negotiator, Persuasive, Power Attack, Quicken Spell, Quicken Spell-like Ability (charm monster), Scribe Scroll, Spell Focus (Illusion), Weapon Finesse Epic Feats: Craft Epic Wondrous Item, Epic Evil BrandB, Epic Skill Focus (Diplomacy), Epic Spell Focus (Illusion), Great Charisma, PolyglotB Environment: Any land and underground Organization: Solitary or barrister (2 - 8 erinyes) Challenge Rating: 32 Treasure: Triple Standard plus Black Rhetoric, amulet of the planes, +4 bracers of armor, +5 ring of protec-
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tion, ring of wizardry III Alignment: Lawful Evil To many dwelling in sophisticated societies, the common assumption is that The Pit seeks nothing less than to help the foolish and unwary condemn themselves to an eternity of despair and suffering. For many such cultures, the urbane gentleman, always dressed in dapper attire and possessing a quick wit, is the archetype of devils. This image has become so popular that many plays and stories across Creation from vastly different cultures feature devils in this fashion. As a result this has diluted the fear and threat that should be associated with the forces of organized evil because the devils in such tales often lose in the end. Alas that such happy ends were more frequent. Despite the niceties in literature and the spoken word concerning devils, there is at least one Duke of Hell that fits the mold so closely that some suspect that he is the reason these attitudes exist. That devil is Caim, the Duke of Logic and one of Dispater’s most diabolical servants. Caim is an ancient devil, having served Dispater for as long as any can remember. And, for as long as anyone can remember, Caim has condemned countless mortal and immortal souls to Dis for betraying their beliefs and ethics under the glare of his seemingly pristine logic. More than any devil, Caim is the cause for the most nonviolent, societal shifts to Lawful Evil behavior in the Cosmos. As the Duke of Logic, Caim uses his fantastic intellect to reveal the flaws inherent in the attitudes and ideals to which many cling. But Caim is not stodgy or boring; Caim offers theatrics, razor sharp wit, clever analogies, and the occasional exaggeration in his arguments, coming across as an inviting figure of common sense and interest. His powerful personality and charm make Caim’s illusions and logic all the more impressive. Caim often asks questions that quickly put the unwary on the defensive. What is goodness if those in power are not willing to do what it takes to make sure everyone is equal and benefits from society’s bounty? What is balance if existence is always in flux because no one is willing to institute perfect stability? What good is chaos when no one is responsible for his or her actions, particularly when such people do not contribute to the greater good of society? These ideas are no good and are nothing but illusions that accomplish little more than inequality and anarchy. But, Caim always offers a solution: Truth. The Truth, Caim states, does not encourage selfish individuality nor does it encourage a lack of social responsibility. While Caim tears down the arguments of those who support concepts of goodness, balance, or chaos, he in turn offers arguments that support the notion of a strong society with firm rules and swift consequences for breaking those rules. Caim argues that in the ideal society, everything and everyone has a place and that by accepting this, society can become better prepared for new challenges, better able to defend itself against outsiders, and able to spread its ideals to those who may need a push in the right direction. Of course, such societies must have elites who recognize the importance of tradition and their station, as well as understand that their goal is to promote the Truth for all Creation. Those without the intellectual fortitude to lead must serve the will of society in the proper capacity as deter-
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mined by the elite. All must accept that there are rules and that rules must be followed or else anarchy and misplaced individuality will shatter the ultimate goal of the Truth: Utopia. What Caim truly seeks is to create a society in which the powerful are tyrants and the followers are (willing or unwilling) slaves. His arguments seek to stamp out Chaos as well as love or balance because such attitudes dilute the creation of an ideal world. Caim offers arguments that seem to make sense, but really lead those who accept his suggestions to abandon their faith and their ethics in return for an illusion of the perfect society and a reality of demagoguery and oppression. Caim supports the notion that the few at the top do little work in the guise of leading and directing, while the masses toil and slave for the benefit of the elite. That is Caim’s Utopia. That is the reality of Hell. In Hell, Caim is the greatest of Dispater’s Courtiers. He has sown countless seeds of perdition in thousands of worlds and Dis’ population of the Damned has swelled as a result. Unlike most Dukes, Caim is rarely summoned because he spends so much time publicly seducing intelligent mortals without ever offering anything more than illusions of utopia and perfection. Due to his popularity in the Cosmos, Caim spends all of his time among mortals and he despises this. Despite his success, Caim knows that his role in the Mortal Coil is truly a punishment. Caim is certain that he would make a far more successful Lord of the Second since he is neither as cautious nor as slow to move as Dispater. Caim views his liege as a coward, and such behavior is unworthy of a Lord of the Nine. How Dispater became aware of Caim’s contempt is not known, but the Iron Duke dealt with Caim efficiently. Caim continues to bring more and more souls to Hell and he continues to rank as a successful Duke of Hell; he is simultaneously exiled among beings he despises. Aside from Dispater, Caim has few consistent relationships. On the occasions that he has business in the crystal sphere of Abeir-Toril, he often visits the archdevil Gargauth, who is likewise banished from Hell and shares similar responsibilities. Caim counts most other beings as rivals or enemies, particularly powerful and intelligent clerics or wizards, and some gods and cosmic entities dedicated to intellectual pursuits. Caim typically appears as a slender, rather handsome man with dark saturnine features and average height. A ready smile always appears on his face, although those who pay attention notice that happiness rarely touches his reddish eyes. His feathery hair is dark, and seems to have strips of blue and violet. He always wears the most fashionable - yet conservative - attire, preferring dark, stately colors like royal blue and crimson; he always has a billowing cloak. Caim sometimes sports a scholar’s cap, but always carries a beautiful rapier that he often uses during his arguments as a “stage prop.” However, those few who claim to have uncovered Caim’s true heritage insist that true appearance is quite monstrous in its visage; his form mixes the features of a great bird of prey with those of a small pit fiend. To date, these rumors have not been verified. Combat Although he prefers talking to fighting, Caim looks forward to the occasional duel. He is very talented with the rapier and always carries his personal weapon, Black Rhetoric, with him wherever he goes.
When confronted with potential fighting, Caim always suggests a one-on-one duel with a character of his choosing. In such cases, Caim will select a roguish figure, especially if he suspects that his adversary cannot fly. Caim offers the rules, which tend to include stipulations such as: present allies cannot interfere in any way (allowing him to summon or call reinforcements); running away is not an option (allowing him to teleport away); the loser’s soul becomes the victim’s property (since Caim does not have a soul, he has nothing to lose). Caim will usually come up with a very nasty form of payment if the agreement to his duel is not met. In the event that Caim cannot convince his adversaries to a one-on-one duel, the Duke of Logic will immediately call on his Infernal Presence before either calling or summoning the appropriate devils (see call devils below). He will then Deconstruct his enemies and begin casting greater dispel magic. Caim typically has a large number of quickened spells prepared, and will immediately begin using them in combat. Caim will close in for melee only after he is convinced that he has a good chance of winning. Call Devils (Sp): Once per day, Caim can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Caim may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Caim may either call or summon in a day; he may not do both. Caim is not afraid to draw his sword, but he is always prudent enough to call in for assistance in the event things go badly for him. Against weaker foes, Caim will usually call six erinyes, instructing them to take prisoners, rather than corpses, back to Hell. When facing more powerful adversaries, Caim will usually summon cornugons, again instructing them to act under a modicum of restraint. Dark Philosophy (Su): Caim is the master of argument and rhetoric, delighting in revealing holes and illogic in the beliefs of those dedicated to goodness or balance or chaos. He enjoys breaking down ethical and moral barriers many beings have within their hearts, thereby encouraging them to fall into acts of perdition and tyranny. Once per day, Caim may argue Dark Philosophy. Dark Philosophy allows Caim to pour bitter doubt into the souls of those he meets and hopes to turn to evil. In this manifestation, Caim must be able to engage in uninterrupted conversation with his target for at least three rounds per the target’s character levels. During this time, Caim makes a Diplomacy check as he twists the target’s comments and beliefs into parodies. The victim must make a Will save DC 31 plus 1/10 of Caim's Diplomacy check. (+4 if Black Rhetoric is drawn). This save reflects not so much the weakness of the target’s faith, but the fact that Caim has managed to uncover holes, conscious or subconscious, within the target’s beliefs and logic. If the target saves, she is immune to this manifestation of Dark Philosophy for a year and a day. If the target fails, she begins to believe that there are better ways to promote her beliefs and goals, namely through force and imposition. The victim moves one step closer to Lawful Evil every time she confronts those who do not see the world as she believes they should see it. Thus, whenever the victim interacts with those of different alignments, different religious backgrounds, or
of a different race, she makes another Will save with the same DC as the initial. Each time she fails, her alignment shifts towards Lawful Evil as she acts out her new alignment. Actions unassociated with her new alignment cause severe discomfort (slow by a 37th level caster) until the victim resumes the proper behavior based upon her new alignment type. If the victim was a divine spellcaster, she will find that some of her spell selections adjust to meet her new alignment, although she will not view this as bad or as an abandonment of her beliefs; rather, she will view this as an expansion in the right direction. When the victim becomes Lawful Evil, the victim must make a final Will save against the initial DC. If she fails, she is irrevocably Lawful Evil and views all those opposed to her concepts and ideals as foes against whom she is justified to overcome and destroy. In most cases, the victim will pursue these goals within the auspices of law and social mores and norms, seeking to impose terrible sanctions against those opposed to her. While under the effects of Dark Philosophy, the victim is susceptible to making deals with devils and agents of Hell; such victims suffer a -9 penalty to all saves associated with deals offered by diabolical beings and their allies. If the victim dies, her soul is condemned to endless toil in the Second Hell of Dis. Those who succumb to the second version of Dark Philosophy can only be saved if they are confronted by another, equally powerful argument. This is a difficult process largely because the victim does not read as Lawful Evil until the final save is failed even if the victim’s actions are clearly Lawful Evil in nature. Once the victim’s situation is determined, an atonement cast by a 21st level cleric begins the process of spiritual cleansing; each time the victim is faced with an ethical/moral dilemma, someone must be present to provide an argument in opposition to Dark Philosophy (the benefactor must overcome Caim's original Diplomacy skill check). A successful argument allows the victim to remain “stable,” but the victim will continue to feel discomfort as she seeks to regain the truth. Each subsequent successful argument against Dark Philosophy allows the victim to revert closer to her original alignment. Once the victim’s alignment is restored, she must undergo a quest to purge the lingering evil and any evil/lawful acts she committed within 30 days or else Dark Philosophy will rise again. Once the quest is completed, the victim is immune to Dark Philosophy for a year and a day. Deconstruct (Su): Caim, the master of infernal logic, can use his command of logic and language to temporarily challenge a victim’s beliefs and power with but a statement. Caim can Deconstruct the ideals and abilities of those he selects within 30 feet of his person 3/day as a standard action. Deconstruct has two distinct components. First, Caim can force those before him to see in their minds the illogic of their ethical and/or moral positions 3/day. Caim does not necessarily need to speak to such beings; rather, he imposes his view of the world against their own, forcing victims to question their attitudes and positions. Those who fail a Will save DC 31 (35 if Black Rhetoric is drawn) behave as if under the effect of a slow spell cast by a 37th level caster as they try to work through the “revelations” that circle through their minds. Further, divine spellcasters are unable to cast any spells or call on unique powers during the nine round duration of Deconstruct as they struggle to work through their momentary loss of faith.
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Second, Caim can Deconstruct magic. As a free action once every 1d4 rounds, Caim can counterspell any spell or spell-like ability as if he had a ready action prepared. 1/day, Caim may also channel his ability to Deconstruct magic into a disjunction spell that targets only what Caim wants to affect. In any case, Caim’s ability to Deconstruct magic functions as if he were a 37th level caster (41st level if Black Rhetoric is drawn). Infernal Enlightenment (Su): As the Duke of Logic, Caim is often viewed as an enlightening force to those unfamiliar with his true nature. Across the Cosmos, Caim often appears just as civilizations are on the brink of intellectual expansion and social growth. There are no times better than these for Caim to sew seeds of Lawful Evil ideals within the foundations of future societies. Over the millennia, these opportunities have allowed Caim to master countless languages; in game terms, this grants him the epic feat Polyglot as a bonus feat. Caim can also offer his ability to argue to those who seek to change the world. 3/day, Caim can provide Infernal Enlightenment. Those who accept Caim’s offer for Infernal Enlightenment are gifted with a greatly expanded ability to offer powerful, philosophical arguments that downplay ethics and/or morality. The client receives a +3 bonus to her Charisma, while her Intelligence and Wisdom each suffer -2 penalties; interestingly, if the client used her Intelligence or Wisdom as a modifier for spellcasting purposes, she now uses her Charisma bonus instead. Caim can grant Infernal Enlightenment up to three times to the same individual, although he must wait three days between each offer. Each time the victim takes advantage of Caim’s Infernal Enlightment, she immediately shifts one step closer to Lawful Evil in alignment, although as in Dark Philosophy, the victim never reads as Lawful Evil until it is often too late. Once the victim has benefited from Infernal Enlightenment three times, she becomes Lawful Evil and has the ability to use mass charm once per day as a standard action as a caster equal to her character level. The victim herself is under a permanent charm-like effect to Caim. To free the victim from Infernal Enlightenment, an atonement must be offered by a 21st level cleric. While this eliminates the Charisma bonus, it does not return the lost Intelligence and Wisdom; only a successful quest completed within 30 days can accomplish this. If the victim does not successfully complete the quest, she never regains that which she lost, although her soul is free and pure. Once a victim sees the darkness of Infernal Enlightenment, they are forever immune to Caim’s power. Although he loathes doing so, Caim can use his Dark Philosophy before offering Infernal Enlightenment. In such cases, the target must make a Will save against Dark Philosophy as described above to turn down an offer of Infernal Enlightenment (against which, she’ll have a -9 penalty to save). Infernal Presence (Su): Caim’s Infernal Presence has a Will save DC of 31. His caster level is 37th. Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame,
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pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 37th; DC 21 + spell level. Wizard (Illusionist) Spells per day: 5/8/8/12/8/7/7/6/5/3; base DC 22 + spell level, 28 + spell level for Illusion. Caster level 32nd. As a Duke of Hell, Caim has access to every spell in the Player’s Handbook save those from the schools of Conjuration and Evocation. Caim prefers spells that will offer vivid illusions of future societies to his clients, or those that enhance his fighting abilities. Typical Wizard Spells prepared: 0 - arcane mark, daze, ghost sound, prestidigitation, resistance; 1st - chill touch, color spray, identify x2, nystul’s magic aura, shield, true strike, ventriloquism; 2nd - false life, fox’s cunning, mirror image, misdirection, obscure object, resist energy, spectral hand, touch of idiocy; 3rd - arcane sight, deep slumber, displacement x2, haste x2, hold person, ray of exhaustion x2, slow, vampiric touch x2; 4th - enervation, locate creature, mnemonic enhancer, phantasmal killer, shadow conjuration x3, stoneskin; 5th - baleful polymorph, false vision, nightmare, seeming, shadow evocation x3; 6th - disintegrate, eyebite, geas/ quest, mage’s lucubration, mislead x2, veil; 7th - greater shadow conjuration x3, project image x2, spell turning; 8th - antipathy, greater shadow evocation, moment of prescience, scintillating pattern, screen; 9th - shades, time stop, wish. Possessions: Black Rhetoric, amulet of the planes, +4 bracers of armor, +5 ring of protection, and a ring of wizardry III. Black Rhetoric is a recent gift from Dispater. A beautifully crafted sword with a black blade covered in ancient runes, Black Rhetoric grants Caim a +4 bonus to the DCs and caster level of all spells, spell-like effects, or supernatural abilities that require verbal communication while drawn. Summoning Caim All that Caim truly demands as a sacrifice conducive to his summoning is a crowd. No less than 9 additional personages should be present during the summoning, willing or unwilling. For the opportunity to speak with Caim, each participant (including the extra personages) loses 500 XP when Caim appears. He uses this XP to fuel the costs of a wish if needed as his side of any bargain made. Once the summoning has taken effect, the area dims (or, in if previously dark, brightens) until it is as if the area was suffused by the soft light of the moon and stars. Footsteps can be heard in the distance, and after several rounds, Caim walks into the soft light as if from a great distance away. He will take the time to speak to all present, using spells and spell-like abilities to convince them to follow a path which he has designed, for the first few minutes of the summoning. Should the summoner become impatient, Caim uses his logic to disabuse the summoner of his rudeness. Following this, Caim will listen to any proposals or requests, and make those bargains that he sees as ultimately benefiting him and Hell. When all is finalized, or the summoning ends, Caim bows to those present, and then disappears in a puff of smoke, the type expected of cheap street magicians who use no true power, only smoke and mirrors. The smoke wafts throughout the area, and should the summoner have neglected to put in place the proper protective
magicks, those who inhale the smoke must make a Fort save DC 12 or suffer the effects of being poisoned with sufferfume (this poison is described in the Book of Vile Darkness).
TITIVILUS, Herald of Dispater Duke of Hell Medium Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: An iron colored scroll with red bat-like wings sprouting from either side on a black, inverted triangle. Duelist 10/Rogue 10 Hit Dice: 20d8 + 10d10 + 10d6 + 240 (560 hp) Initiative: +21 Speed: 50 ft., fly 90 ft. (good) Armor Class: 63 (+8 armor, +12 Dexterity, +9 canny defense, +21 natural, +3 profane), touch 34, flatfooted 63 Base Attack/Grapple: +30/+31 Attack: Tongue Lasher +47 melee (1d6+6 + 2d6 (precise strike) + 2d6 (unholy) + 1 Charisma damage per wound /18-20/x2 plus confusion Full Attack: Tongue Lasher +47/+42/+37/+32 melee (1d6+6 + 2d6 (precise strike) + 2d6 (unholy) + 1 Charisma damage/18-20/x2 plus confusion) Space/Reach: 5 ft./ 5 ft. Special Attacks: Acrobatic charge, call devils, Infernal Presence, precise strike +2d6, Scathing Tongue, sneak attack +5d6, spell-like abilities, Twisting Tongue Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., deflect arrows, elaborate parry, enhanced mobility, evasion, grace, immunity to fire and poison, improved uncanny dodge, Power of the Pen, regeneration 6, resistance to acid 20 and cold 20, see in darkness, slippery mind, spell resistance 41, telepathy 500 ft., trap sense, uncanny dodge Saves: Fort +28 Ref +40 Will +35 Abilities: Str 13, Dex 35, Con 23, Int 28, Wis 36, Cha 29 Skills: Appraise +22, Balance +41, Bluff +52, Climb +22, Concentration +29, Decipher Script +13, Diplomacy +60 (+66 with evil beings), Disable Device +16, Disguise +44 (+49 when acting), Escape Artist +32, Gather Information +20, Hide +45, Intimidate +29 (+35 against evil beings), Jump +40, Knowledge (arcane) +31, Knowledge (nature) +10, Knowledge (the planes) +36, Knowledge (religion) +27, Listen +44, Move Silently +45, Open Locks +17, Perform (oratory) +29, Search +41, Sense Motive +31, Sleight of Hand +22, Spellcraft +45, Spot +51, Survival +13 (+15 on another planes, +15 when tracking), Tumble +47. Feats: Corrupt Spell-like Ability B, Dark Speech, Dodge, Expertise, Fly-by Attack, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Mobility, Negotiator, Quicken Spell-like Ability (blasphemy), Spring Attack, Weapon Finesse. Epic Feats: Epic Evil Brand B, Epic Reflexes, Epic Skill Focus (Diplomacy), Superior Initiative Environment: Dis, Second of the Nine Hells of Perdition Organization: Solitary, or troupe (1 - 6 erinyes and 1 2 pit fiends) Challenge Rating: 29
Treasure: Triple standard plus Tongue Lasher and +8 bracers of armor Alignment: Lawful Evil One of the best known of the Courtiers of Perdition, Titivilus the Duke of Misinformation has long served as Dispater’s Herald and advisor. It is believed that Dispater keeps Titivilus close for two reasons. First, the clever Lord of the Second values Titivilus’ scheming, crafty nature, recognizing a kindred spirit in the Duke. Second, Dispater knows better than to ignore one almost as crafty as himself, aware that Titivilus, despite his weak physical strength, could be a threat to Dispater’s power. Titivilus is completely and wholly evil. The Herald of Dispater easily disguises his corrupt nature behind his vast, and amusing, command of language. Often speaking in complex rhymes, Titivilus is considered one of the best tempters in Hell. As such, Titivilus splits his time between meeting with other members of Hell’s nobility (including the other Lords of the Nine), various gods and other beings of power on Dispater’s behalf, as well as actively pursuing the most debased souls in Mortal Coil and elsewhere that have betrayed their ethics. When in the Material Plane, Titivilus offers mortals cruel gossip, debauched tales, and lewd rumors that serve only to distract their minds from more important concerns, like salvation and helping their fellows. These fools become so caught up in the scandals of distant personalities and lands that they are never aware of the threats in their own backyard. They continue to witlessly toil under the heel of invisible masters, the trivial information they have been given serving as pacifiers. To Titivilus, knowledge for the sake of knowledge is worthless. He could not care less about knowing why celestial winds stink with goodness, or why Dark Speech causes the ears of mortals to bleed. What he does care about is the fact that there are so many out there interested in all manner of information. Titivilus is ever ready to acquire such information and sell it to the highest bidder. Most amusing to Titivilus is the fact that he himself is rarely certain if the news he comes by is accurate or not. This attitude puts him in a bizarre relationship with the Dukes of Cania, for whom thought and knowledge are pursued for their own sake. On the one hand, the Courtiers of Cania value the information Titivilus teases them with, hoping that some of it will lead them to the next big discovery. On the other hand, the Dukes of Cania despise the fact that the well-traveled Titivilus always seems to know a little bit more than he lets on, not to mention the fact that much of what he reports is incomplete if not totally untrue. Titivilus is not like the Dukes of Maladomini who seek information for the sake of controlling others. Instead, Titivilus is interested in scraps of paper and sound bytes that sound interesting and seem filled with promise that he then turns around and offers to those too foolish to do enough research for themselves. He passes on worthless information that sounds as important as it is meaningless. And, more importantly, he hoards information that could be used to help others not because he needs the information but because he can. Thus, the Dukes of Maladomini and the Order of the Fly find a kindred spirit in Titivilus, although not a single one trusts him. As Dispater’s Herald, Titivilus has access to more information about Dis and its Iron Duke than any other Courtier in Perdition. Consequently, Titivilus is ac-
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corded a great deal of respect due to this position, even among higher-ranking nobles. He has also garnered no little hatred from his peers as he has routinely reported on the activities of his peers if he felt that doing so would increase his already enviable station. Most have done well to conceal their animosity towards the Herald to date, although if any opportunity ever arises to cast the “Little Duke” (a derogatory term often used when it is believed that Titivilus is not around) down, all will take it. Needless to say, Dispater trusts Titivilus to be honest with him up to a point; after all, Dispater knows his Herald’s mind as well as he knows the mind of anyone and is well aware of what would prompt Titivilus to betray him (the certainty of greater power). Dispater always keeps close observation on his Herald and, as Titivilus knows this, the Duke of Misinformation tends to do his jobs for Dispater well knowing that to betray Dispater would mean long-term, grisly torture. Among the other Courtiers of Dis, Titivilus counts only Merorem the Darkwind as a somewhat trustworthy ally. For reasons known only to the Grand Duke of the Ebon Gale, Merorem has regularly assisted Titivilus in efforts to discredit not just fellow Peers of Dis, but Dukes and Grand Dukes across Hell. So far, Merorem has not called in any favors, and Titivilus is beginning to consider finding the means to greatly embarrass The Darkwind and ensure that he is never in the position to receive payment for his many services. After all, no good deed goes unpunished in Hell. Beyond his liege and Merorem, Titivilus treats all other Dukes in a friendly fashion, although he always makes it clear that he knows more than they know and that he is more than willing to sell more information to them if offered the right price. Titivilus is small compared to most Courtiers of Perdition, just 5’5”. He has a cherubic, perpetually smirking face with large child-like eyes, small horns, pointed ears, and red hair under a small hat. Relatively small bat-like wings sprout from his back, and his legs are like those of a goat. At first glance, he resembles a cute, wellgroomed satyr. Titivilus dresses in elaborate heraldry bearing the symbol (an iron rod) and colors (red and steel gray) of Dispater, although his flowing cape is a majestic blue. Depending on the situation, Titivilus’s voice may be like that of an announcer, or a whispering conspirator; when he is in an especially theatrical mood, Titivilus loves shouting like a fire and brimstone preacher. Despite these changes, everything Titivilus does serves the benefit of himself, Dispater, and the Legions of Hell. Combat Titivilus loathes physical confrontations. Used to talking his way out of dangerous situations, he tends to do his best to avoid fights. However, as a Duke of Hell, Titivilus is more than capable of dealing with any foes foolish enough to attack him. Typically, he will try to scare off attackers with his Infernal Presence. Titivilus will usually begin with an assault from his Scathing Tongue against foes he believes are incapable of dealing a lot of damage. He will then begin casting charm monster against various attackers, typically targeting burly fighter types, who he then orders to occupy any troublesome spellcasters. Although evil, Titivilus has too many important matters to attend to; as a result, after a few of his enemies are dead, he’ll typically teleport away and leave the situation to resolve itself. Against more dangerous foes, Titivilus will summon
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cornugons or gelugons to occupy enemies and then teleport away to a safe distance where he can cast unholy aura and greater invisibility on his person. He will then teleport back within 20 feet of the combat and cast deeper darkness. He will follow up with greater dispel magic and desecrate. Then, he will target arcane spellcasters with destruction and ranged attackers with mass hold monster. If after two rounds of this kind of assault most of his foes are still standing, Titivilus will summon in more cornugons or gelugons and cast a meteor swarm. He will pepper the field with verbal assaults from his Twisting Tongue. Only the gravest of circumstances can force Titivilus into melee. Call Devils (Sp): Once per day, Titivilus can automatically call 12 lemures, 8 barbazu or erinyes; 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day, Titivilus may summon 12 lemures; 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends (Titivilus may either call or summon in a day; he may not do both). Titivilus does everything possible to avoid a fight, but if pressed, he will call one pit fiend and then instruct it to summon more devils. In most cases, Titivilus is accompanied by two erinyes “bookkeepers;” these erinyes are advanced to 27 HD and can attempt to summon assistance at Titivilus’ command. Infernal Presence (Su): Titivilus’s Infernal Presence has a Will save DC of 29. His caster level is 29th. Power of the Pen (Ex): As Dispater’s major domo, herald, and chief diplomat, Titivilus is very active with all beings the Lord of the Second deals with, particular greedy mortals. Titivilus oversees most of the most lucrative arrangements and agreements between Dispater and those mortals looking for more power. Knowing how keen his master is on having every agreement signed and in writing, Titivilus always procures the necessary documents from clients and often uses this power to facilitate such meetings. Thrice per day, Titivilus can use the Power of the Pen. Essentially, Titivilus can accomplish one of three things with the Power of the Pen each day. Firstly, Titivilus can draft a document with a set of terms favorable to him and his master and detrimental to the client; the client sees something entirely fair unless he succeeds in a Will save DC 29. Second, Titivilus can magically alter any scripted document, almost completely hiding the fact that it’s been manipulated; this power is so potent that it can completely adjust a former pledge or agreement. Victims gain another Will save DC 29 to avoid their fate being adjusted. Finally, Titivilus can use Power of the Pen to draft up to nine spell levels of scrolls as if he had the Scribe Scroll feat, although he has no cap on the spell level, cannot add any metamagic feat to the spell(s), and can complete the scroll as one standard action per spell level. Scathing Tongue (Su): In combat Titivilus can use this ability to confuse and enrage his enemies. All within 20 feet of Titivilus, tired of his insults and prancing about, act rashly and without confidence, earning -3 circumstance penalties to their AC, attacks, initiative, and saving throws unless they succeed in a Will save DC 29. Titivilus can initiate his Scathing Tongue as a free action. The ability lasts nine rounds. Spell-Like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 29th; DC 19 + spell level. Tongue Lasher: A gift from Dispater, Titivilus always carries this elaborately designed and bejeweled +5 unholy humiliating rapier, although he rarely finds cause to use it. On a successful critical hit, Tongue Lasher automatically casts confusion on victims as a 29th level caster with no save; confused victims babble senselessly for the duration of the effect. Twisting Tongue (Su): Aside from his master, Dispater, and Asmodeus himself, there are no devils in Hell that can challenge Titivilus’s mastery of language and verbal manipulation. In conversation or in combat, Titivilus’s ability to confuse and obfuscate is legendary. 3/day as a standard action, Titivilus can use his Twisting Tongue. In normal conversation, Titivilus can speak so fast and use such strange words that it becomes difficult to determine if he is being honest, while he in turn causes his victims to fall over their own words, revealing potentially vital information. Titivilus gains a +20 circumstance bonus to his Bluff, Diplomacy, and Sense Motive while all those within 20 feet of the Herald of Dispater suffer a -10 circumstance penalty to their Bluff, Diplomacy, and Sense Motive checks if a Will save DC 29 is not achieved. Effects associated with Twisting Tongue persist for nine rounds after leaving the area of effect. Possessions: Tongue Lasher and +8 bracers of armor. As a Duke of Hell and the most influential member of Courtiers of Perdition serving in the Iron Tower of Dis, Titivilus has access to three times the treasure for his CR. However, he rarely has the time (or in his mind, the need) for it, preferring to use his wit and charm to overcome his enemies. Summoning Titivulus Titivulus does not have a sacrifice per se that he requires in order to successfully summon him. Rather, he requires that the summoning be performed using alternate words to those normally used – specifically, a lengthy sonnet that incorporates the necessary formulas in such a fashion as to hide its purpose. The same sonnet never works twice, and thus it is necessary to arrange for a new composition at each summoning. For those able to compose poetry themselves, the research and development cost is 1,800gp. If a bard or similar must be hired to do the work, the cost is 3,600gp. This development is taxing on the soul, costing the composer 1/25th of the development cost in XP. As the composition is read and the summoning draws near to fruition, the words spoken start to take on the manifold hues of the rainbow, darting from the caster’s mouth to the middle of the summoning area. These words then reform and twist themselves into the visage of the Herald of Dispater himself. When he is entirely summoned, Titivulus gives a small bow, and usually makes a response to the prose with some off-the-cuff poetry of his own. Once this is done, he is ready to get down to business, although his words demonstrate throughout the exchange how willing he is to play with
words and meanings in order to gain the upper hand – or even for amusement. When the summoning is at an end, Titivulus once again breaks into prose; with each phrase, he appears to unravel, leaving the words as glowing sigils in the air. This prose is not related to the summoning, and each who listens hears something different. If the recommended magicks are not in place to protect the summoner and his aides, each creature present is targeted by a suggestion that they make a new composition and attempt to summon Titivulus again (even if the target cannot perform the summoning, they nonetheless make the attempt and toil needlessly – to the delight of the Herald of Dispater). A successful Will save DC 12 negates this effect.
MELCHOM, Duke of Profit Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: An open white ledger, a black pen down the spine, with a gold coin resting on each page on a green, inverted triangle Rogue 20 Hit Dice: 20d8 + 20d6 + 320 (600 hp) Initiative: +18 Speed: 50 ft. Armor Class: 58 (+8 armor, +5 deflection, +10 Dexterity, +23 natural, +3 profane, -1 size), touch 27, flatfooted 58 Base Attack/Grapple: +30/+41 Attack: Stylus +42 melee (1d6+13 + 2d6 (unholy) + 1 Constitution damage 19-20/x2) Full Attack: Stylus +42/+37/+32/+27 melee (1d6+13 + 2d6 (unholy) + 1 Constitution damage 19-20/x2) Space/ Reach: 10 ft. /10 ft. Special Attacks: Call devils, Infernal Presence, sneak attack +10d6, spell-like abilities, Tax Special Qualities: Boon of the Bourgeois, damage reduction 20/good and silver, darkvision 60 ft., defensive roll, Duke of Hell qualities, Haggle, immunity to fire and poison, improved evasion, improved uncanny dodge, regeneration 8, resistance to acid 20 and cold 20, see in darkness, skill mastery (Appraise, Bluff, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Intimidate, Move Silently, Open Locks, Sleight of Hand, Use Magical Device), slippery mind, spell resistance 46, telepathy 500 ft, trapfinding, trap sense +6 Saves: Fort +30, Ref +32, Will +33 Abilities: Str 25, Dex 31, Con 27, Int 29, Wis 28, Cha 26 Skills: Appraise +45, Balance +14, Bluff +66, Climb +28, Concentration +29, Decipher Script +32, Diplomacy +16 (+22 with evil beings), Disable Device +33, Disguise +53 (+57 when acting in character), Escape Artist +20, Forgery +34, Gather Information +36, Hide +51, Intimidate +57 (+63 against evil beings), Jump +32, Knowledge (arcane) +30, Knowledge (local) +22, Knowledge (nature) +30, Knowledge (planes) +30, Knowledge (religion) +30, Listen +34, Move Silently +31, Open Locks +33, Search +50, Sense Motive +32, Sleight of Hand +40, Spellcraft +23 (+25 to decipher scrolls), Spot +30, Survival +11 on another plane, +13 while tracking, Tumble +40, Use Magical Device +31 (+35 to use scrolls), Use
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Rope +10 (+12 with bindings) Feats: Corrupt Spell-like Ability B, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive, Quicken Spell-like Ability (power word stun), Skill Focus (Bluff) Epic Feats: Epic Evil Brand B, Epic Skill Focus (Appraise), Epic Skill Focus (Bluff), Self Concealment x2, Superior Initiative Environment: Minauros, Third of the Nine Hells of Perdition Organization: Solitary or attaches (2 - 4 pit fiends) Challenge Rating: 34 Treasure: Triple standard plus Stylus, The Ledger, +8 bracers of armor, +5 ring of protection Alignment: Lawful Evil More than any other fiends, devils are known for their predilection for drafting contracts with those with whom they deal. Legends and myths associate devils appearing to work out deals with foolish mortals, promising them wealth and power in return for mortal souls. These deals are often signed with the mortal’s blood, consigning the mortal’s soul to unending torment in Hell once the contract has been fulfilled. In many ways, these legends are not exaggerations for at least one Duke of Hell comes close to actualizing these stories. That Duke is Melchom, the Treasurer of Minauros. Like most of Mammon’s Courtiers, Melchom rarely finds himself at the beck and call of his master as he spends the bulk of his time bringing ever more material wealth to Minauros in order to satiate not only the greed of Mammon, but his own avarice as well. Like Mammon and most of the other Courtiers of Minauros, Melchom is consumed with material gain with the least amount of work on his part. What is more, Melchom is also responsible for the coffers of Minauros; the coffers must always be overflowing with gold and platinum or else Melchom’s existence becomes forfeit. Clearly, Melchom excels at his job as he has served Mammon longer than almost any other Duke of Hell. Melchom seeks to fill his pockets with as much coin as possible by granting improved skills to workers but not compensating them appropriately for their efforts. To many beyond Hell, this behavior would apparently place Melchom closer to Dispater than Mammon; however, there is no real confusion. Melchom does value the skill of his workers. The faster they complete a project, the sooner he can turn a profit. The more his workers think they are being treated fairly, the more productive they become, which results in greater production and a heavier purse for Melchom. This contrasts with the attitudes of Dis in which there is no concern about valuing those who toil under the oppressive weight of a corporate structure, never receiving any increased knowledge or even the illusion of improvement. In Dis, there is naught but stagnation or the slow movement of a lead wheel, while for Melchom everything must happen quickly in order for his coffers to expand. But, herein lies the evil associated with Melchom. Not only does Melchom not compensate his workers properly, he only grants them enough to make them productive for his own wealth. Once he is done with his workers, they are cast aside unless they can prove their worth in some other manner. Most cannot and these are often sold to the allies of Dis. In Hell, Melchom has a comfortable relationship with
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his liege. Although the two share a mutual distrust, Mammon has not been able to satisfactorily prove that Melchom has robbed him, likely because the Duke of Profits is either too good with balancing the books or because he is a loyal servant. Mammon knows the answer is the former and has a grudging respect for Melchom’s abilities. Melchom has healthy business arrangements with virtually every Lord of Perdition that interacts with mortal clients. The strongest partnership he claims is with Scax. These two Dukes of Minauros have carved up entire worlds; while Scax enriches and curses, Melchom taxes and makes everyone destitute. Both Dukes have benefited greatly from each other. Still, Melchom does not particularly like Scax, whom he perceives as haughty and overweening; fortunately for both Dukes, Melchom is not interested enough in Scax’s responsibilities to attempt assuming them. Beyond Mammon and Scax, Melchom counts his greatest allies among the Courts of Dis and Cania. In Dis, Melchom has an excellent relationship with Caim, the Duke of Logic, from whom he acquires the bulk of his business contacts in the Mortal Coil; he also has a relatively open line of communication with both Glasya and Dispater through their erinyes. Among the Dukes of Cania, Melchom deals most frequently with Leonar. There are many foolish spellcasters who require plenty of laborers and supplies in pursuit of their endeavors, and Leonar directs such unscrupulous individuals to Melchom, who reaps greatly from this service. In return, Melchom greatly discounts all material items he offers to Leonar. Recently, Melchom has opened up lines of communication with the Court of Stygia; although aware of Leviathan’s treacherous intent, Melchom believes that so long as none of Leviathan’s machinations come to fruition he does not have to worry about what the Prince does with his services. For centuries, Melchom has had business contacts with all kinds of fiends, even demons. To date, those who have worked with Melchom know that he charges far more than necessary; however, most willingly pay his exorbitant prices since without his aid, their schemes would not have been successful. Melchom appears as a large humanoid male dressed in unassuming merchant’s attire usually dark green and mustard in color with hints of silver and gold jewelry. His hands are large and almost ape-like; despite this, his penmanship is graceful. His head is somewhat too large, and he has a rat-like muzzle beneath a heavy, simian brow. A pair of small horns grows from the bushy mass of wiry hair that tops his head. A rat-like tail twitches from the base of his back, apparently as a useless appendage. Melchom always carries his Stylus, a magical writing instrument made from the teeth of all ten common species of true dragons, and his Ledger, which is chained to his right arm at all times. If this book were to ever get into the hands of mortals seeking to escape the collectors of Hell, many souls would be freed. To date, all who have tried to steal Melchom’s Ledger have met terrible, permanent fates. Combat Melchom is not a combatant. As soon as combat appears imminent, he orders the 2 to 4 pit fiends who always accompany him to handle the problem. If it appears that his bodyguards are outmatched, Melchom will summon more devils before teleporting from danger. In the unlikely event that Melchom has to engage in
battle, he will call on his Infernal Presence before covering the surroundings with a meteor swarm. In the next round, he will cast mass hold monster or power word stun depending on how many adversaries remains standing. He will then select the weakest looking opponents for destruction spells. Boon of the Bourgeois (Su): Melchom is often contracted by unscrupulous guilds leaders and artisans seeking to increase their productivity without necessarily having to pay for it. These men and women call on Melchom, only a few unaware of his true nature, to appear and grant greater talent either to them or (preferably) to their employees. Thus, the employers take advantage of their worker, while the workers ignorantly consign their immortal souls to Hell. Three times per day, Melchom can call on Boon of the Bourgeois. Through the Boon, Melchom can increase the productivity of those who agree to the Duke of Profit’s terms. Melchom can either provide a +13 bonus to any Craft or Profession skill or once a day he can provide an Item Creation Feat as a bonus feat even if the client does not meet the prerequisites. The bonus to skills or the additional feat typically last for up to nine weeks, although Melchom has been known to offer both longer and shorter terms. The client can use the Boon in any fashion he sees fit, although in most cases it is to increase work and productivity either for himself or for an employee. However, every time the client either makes something using the Craft skill or is involved in some kind of work associated with his Profession, there is a 3% chance that the result of the work will be flawed or faulty. (Any time a client uses his Craft or Profession skills, rolls are done without his knowledge). This percentage is cumulative over the course of the work with results as follows: Craft check: The resulting item will be perfect in form and it will take 1/3 of the time to complete. However, it will cost the crafter 3 times the amount in cost and materials. Furthermore, there will be a general wrongness about the item that will result in few wanting to buy it; such items read as evil when detect evil is cast upon them, although there is not an associated aura strength. In essence the item has the stink of evil that unconsciously repulses good and neutral potential buyers. Evil buyers may purchase such items. Finally, any money procured upon a successful sale is lost to the crafter, disappearing from his possession and ending up in the coffers of Melchom in Hell. Profession check: The client commits an action that ends up having dramatic and adverse ramifications for his role in the profession in question. Not only does the client lose 3 times the amount in gold he would have made within the course of a week, he also runs the risk of committing a dreadful act that ends his career (this would have to be carefully adjudicated by the DM). Furthermore, all money made a week after the loss of income is magically transported to Melchom’s treasury in Hell. Any item created by a client who took an Item Creation feat always reads as Lawful Evil, although this does not necessarily translate to the item having an axiomatic and unholy enhancement. Furthermore, such items appear to be unwieldy, clumsy, and extremely gothic in appearance. There is a flat 50% chance that any item created with an Item Creation feat granted by Melchom that the final result is a cursed item that promotes the cause of Hell. In any case, although these items are not
sentient, there is a 30% chance that if the item is used in pursuit of an act of goodness or chaos that it will break without warning, ceasing to function. Those who take advantage of Melchom’s Boon of the Bourgeois risk eternal damnation if ever they use their newfound gifts. After the nine week period is met, the victim’s soul is considered Melchom’s property and he can do with it as he pleases. Melchom often arranges “accidents” to befall these unfortunates; sometimes an imp pushes heavy machinery onto a blacksmith, or an inn collapses on the inn keep courtesy of an osyluth. Once dead, the soul is consigned to Minauros in Hell. Only those who gain atonement from a cleric of at least 21st level and then undergo a quest to buy back - at full price - whatever their talent wrought within another nine weeks (during which, Melchom will not harm them since their souls would not be his) can cleanse their soul of Melchom’s Boon of the Bourgeois. Call Devils (Sp): Once per day, Melchom can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Caim may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Melchom may either call or summon in a day; he may not do both. Melchom believes that he is one of Hell’s most important commodities. As such, as soon as he feels that his health is in danger, he begins summoning pit fiends. Haggle (Su): With a sniff of his rat-like muzzle, Melchom can determine the value of any mundane material item he sees and examines for at least six rounds. Once Melchom determines an item’s true value, he can Haggle. In attempting to buy or sell any material item or service, Melchom acquires a +13 circumstance bonus to his Bluff and Sense Motive checks. Furthermore, the Treasurer of Minauros can also attempt to convince those with whom he is Haggling to do a service for him without earning compensation for the work once a day. In such situations, this element of Haggling affects all potential workers within 30 feet of Melchom, requiring them to make a Will save DC 28. They end up thinking that they heard a price offered when indeed none ever was. Infernal Presence (Su): Melchom’s Infernal Presence has a Will save DC of 28. His caster level is 29th. Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 29th; DC 18 + spell level. Tax (Su): Melchom can cause the value and efficacy of material objects to decrease thrice per day. All items within 30 feet of Melchom must make a Fortitude save DC 28. Failure indicates that the value of the item (reflected in its appearance, ability to use safely, and the like) is reduced by half unless the item was a masterwork. Masterwork items simply become mundane. Magical items within the area risk losing a 50% reduc-
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tion in enchantment (in the case of items bearing a numeric modifier) or becoming cursed (if the magic item possess only +1 enhancement, it is reduced to a masterwork item). Artifacts are not affected. Finally, Melchom can also affect coins and other forms of currency. Unclaimed coins are simply reduced by one standard; i.e., gold coins become silver coins. If the coins are claimed, then the owner makes a Will save DC 28 for the coins. Melchom acquires the lost coin value. The Ledger (major artifact): Always attached to his arm by a silver chain and lock is The Ledger of Melchom. The Ledger is a large book, the covers made from the scales of a great black wyrm; the only markings on the cover are Melchom’s symbol on the spine. The pages are said to be made from trees in Mount Celestia, many pointing to the gold aura they radiate as the pages are turned. Although it appears to have about 81 pages, the Ledger is actually infinite in pages. Every single contract Melchom has written up is found in the Ledger; there are rumors that every contract in Hell that focused on material gain is found in the Ledger. Melchom has no problem traversing the book, flipping to entries with no effort. It is unclear if others can use the book safely without Melchom’s allowance since The Ledger is always in his possession. Every time Melchom makes a contract with a client (including those from his Boon of the Bourgeois), he places the terms of the contract in The Ledger. The client must sign The Ledger before Melchom carries through with his part of the bargain; although there are persistent rumors of Melchom requiring the blood of victims, any mundane writing instrument will do. Anyone reading the contract in The Ledger sees what they want to see and never sees the fine print that consigns the victim’s undying soul to Hell; the client must specifically ask to see any and all fine print. Additionally, once a victim signs The Ledger, Melchom can effortlessly track him for nine weeks. This power traverses planes and only the abodes of gods and cosmic entities can deny Melchom information on a client’s whereabouts, and even then the god or cosmic entity must specifically choose to block Melchom’s tracking attempts. Once per day, Melchom can use his Stylus to write in The Ledger, allowing him to attach a rider as part of a contract. The rider on the contract includes additional stipulations for the client. This functions as a quest spell cast by a 29th level cleric with no save once the client signs with the following adjustments. First, the client has one week to begin work on the rider before adverse affects from the quest take affect. Second, in addition to the traditional quest penalties, the client also suffers one negative level once a week every time he falls short of completing the assigned task. The only way to eliminate a rider from Melchom’s Ledger is to atone as described in Boon of the Bourgeois. Possessions: The Ledger, Stylus, +8 bracers of armor, +5 ring of protection, and an amulet of the planes. As the Treasurer of Minauros, Melchom has access to a remarkable amount of silver, gold, and platinum. It is in this kind of wealth that makes up most of his treasure. Thus, Melchom has triple the standard wealth associated with a CR 34 creature, but 75% of this is taken up by coins and gems.
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Summoning Melchom Melchom has simple – if expensive – demands for a sacrifice used to summon him: wealth. Using only rare gems, the summoners must sacrifice the equivalent of 6,666gp to the Duke of Profits. At the end of the summoning ritual, the sound of tinkling coins fills the air, and a fiendish eye appears reflected in each gem, one by one. The gems seem to stretch and grow, slowly forming into a crystalline effigy of the Duke of Profit. The statue then shatters, and Melchom stands before his summoners. Melchom first picks up the fragments of gems, scattered by his appearance, and pockets them, before opening his ledger and asking the name and details of the summoners. He will quickly ascertain whether the summoners have any outstanding debts owed to Hell; if so, he will bargain even more ruthlessly than usual. The Duke of Profit will proceed to offer Boon of the Bourgeois to the supplicants; if they refuse, or seek something else, Melchom will use his Haggle ability throughout negotiations. At the end of the meeting, Melchom simply disappears, with no spectacle or fanfare.
SCAX, Duke of Riches Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: An hourglass etched on a golden coin, set against a black, inverted triangle Arcane Trickster 10/Rogue 3/Sorcerer 7 Hit Dice: 20d8 + 3d6 + 17d4 + 320 (566 hp) Initiative: +10 Speed: 50 ft., fly 90 ft. (average) Armor Class: 51 (+10 Dexterity, +23 natural, +6 armor, +3 profane, -1 size), touch 22, flat-footed 41 Base Attack/Grapple: +30/+39 Attack: Ruin +43 melee (2d6+9 vile and poison) or slam (2d6+5) Full Attack: Ruin +43/+38/+33/+28/ melee (2d6+9 vile and poison) or 2 slams +34 melee (2d6+5) and 2 wings +32 melee (1d8+2) Space/ Reach: 10 ft. /10 ft. Special Attacks: Call devils, Impromptu Sneak attack 2/day, Infernal Presence, Ranged Legerdemain 3/day, Root of All Evil, sneak attack +7d6, spells, spell-like abilities Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., evasion, immunity to fire and poison, regeneration 8, resistance to acid 20 and cold 20, see in darkness, spell resistance 46, telepathy 500 ft., trapfinding, trap sense +1 Saves: Fort +30, Ref +32, Will +33 Abilities: Str 21, Dex 31, Con 27, Int 29, Wis 30, Cha 29 Skills: Appraise +45, Bluff +52, Concentration +51, Diplomacy +53 (+59 with evil beings), Disguise +45 (+49 acting), Escape Artist +50, Forgery +35, Gather Information +45, Hide +46, Intimidate +39 (+45 against evil beings), Knowledge (Arcana) +19, Knowledge (History) +29, Listen +23, Move Silently +46, Open Lock +46, Search +35, Sense Motive +46, Sleight of Hand +69, Spellcraft +52, Spot +23, Survival +10 ( +14 Tracking), Use Rope +12 (+16 with bindings)
Feats: Combat Expertise, Corrupt Spell-Like Ability B, Deft Hands, Eschew Materials, Exotic Weapon Proficiency: Bladed Gauntlet, Extend Spell, Heighten Spell, Multiattack, Quicken Spell-Like Ability (greater teleport), Weapon Finesse Epic Feats: Epic Evil Brand B, Epic Skill Focus (Sleight of Hand) Environment: Minauros, Third of the Nine Hells of Perdition Organization: Solitary (Unique) or with guards (5 - 20 Hamatulas) Challenge Rating: 31 Treasure: Triple standard plus Ruin Alignment: Lawful Evil The vile Duke Scax serves as Mammon’s chief of investments. It is he who determines where the flow of Mammon’s wealth is directed, his aim always to do the most harm to the cause of good as efficiently as possible. Scax represents the distrust that is associated with wealth and power. He destroys reputations, lives and even empires with the calculated usage of money. He is also the patron of those who prey on good intentions and who use charity as a means to line their own pockets. Many foolish mortals perceive Scax as a vicious liar, which for a devil is not too far from the truth. While all devils twist the truth to their purpose, those who are duped by Scax are amazed at the lengths he has gone to warp the meaning of what they thought was a fairly simple agreement. He is entirely without shame however, and considers treachery merely a rude word for changing one's mind. Patience is Scax’s watchword. He especially loves long term plans that bring in rich rewards, in both souls and money. He particularly enjoys destroying entire generational lines. He is known to lay curses, bringing once rich families to rags. Watching spoiled brats eat their own vomit to survive brings a warm feeling to the cruel Duke, who possesses an odd sense of humor and justice. Scax is the master of ruining a good name. Orphanages and other charity organizations are often assisted by his money, only to go under when the source of their funding is revealed. (A trail of murdered robbery victims leading to the door is a particular favorite.) Other times the organization will be headed by a particularly cruel and greedy individual, who takes others’ charity and turns it to his own gain. The children eat week old gruel while their master partakes of a feast every night. Even when such an organization is brought down, it serves Scax’s purpose, by increasing the doubt in the masses’ minds about the honesty and integrity of actual service groups. Scax's Lord treats his chief of investments with doubtfulness at every newly proposed venture. Mammon has a great deal of his own personal wealth invested in Scax's operations, so Scax's existence will become forfeit should he ever fail in his task. However, he is not overly concerned about his master, since his schemes and plans offer Mammon some small justification of the Lord's usefulness to Hell at large. He is very good at his job, and in the end, it is his competence that both damns and saves him. Mammon will not destroy a valuable asset to his own operations, but neither will he suffer a threat to his own power. Scax walks that thin line with care, and so far he has yet to misplace a step.
Scax has a reasonably good working relationship with Melchom, his fellow Duke in Mammon's service. Although Melchom saves money, and Scax spends it, the two have forged an alliance based on mutual beneficence. Scax's schemes tend to produce more money than they cost, and Melchom's expertise with cutting costs and making the most out of every gold piece only improves that. Of course, neither of the Dukes is so foolish as to actually trust the other, but this matters little so long as the arrangement continues to aid them both. The Duke of Riches possesses a humanoid head, although his nose is elongated like the beak of a stork. Two hateful eyes are set deep in his head. His torso is covered in golden feathers, all of which are razor sharp. His feet are hoofed like those of a goat, and a pair of tattered bird wings extends from his arms to the ground. His hands have abnormally long and spindly fingers on them, which the Duke constantly taps together while speaking. When he speaks, his voice has a metallic quality about it, almost like coins clinking together. Scax is fond of wearing expensive clothing, usually gaudy merchant outfits that showcase his incredible wealth. He is adorned with expensive jewelry, much of it magical in nature. Combat Scax avoids straightforward combat as much as possible. Typically he will call in barbazu or hamatulas, before teleporting away as quickly as possible. Should the mission at hand prove too important to abandon, Scax will immediately cast greater invisibility on himself and greater dispelling on his foes to eliminate any chance of them seeing him. He then summons reinforcements, typically cornugons in these situations, and teleports to a different location where he continues summoning real and illusionary reinforcements, supplemented with an occasional fireball. He uses feeblemind and baleful polymorph quickly against foes who distinguish themselves as formidable, and haste on his own person as well as that of his reinforcements. Unless his opponents possess the power to pierce his illusions and invisibility through his dispelling, he refuses to place himself in physical danger. Should it become unavoidable though, he attempts to flank whenever possible to utilize his devastating sneak attack, using Combat Expertise and displacement to keep himself from as much harm as possible. If reduced to 100 hp or less, Scax will immediately flee the battle, regardless of the cost. He bears long grudges though, and is not above harming members of that family, even several generations removed, after a humiliating defeat. All That Glitters (Su): Scax is a master at disguising his foul, soul stained money as humble, well-intentioned charity. 3/day, when offering monetary goods to an organization, Scax may invoke All That Glitters. The intended recipient of the offering must make a Will save (DC 29 + 1 per 10,000 gp of offering) or be forced to accept it. Should the recipient fail the save, Scax may make one suggestion per ten thousand gold pieces offered. There is no save against the suggestions offered, but Scax must make them within 9 days of his temptation. Scax normally uses this power to corrupt noble organizations or charities into using their influence in ways that benefit him… and Hell of course. Call Devils (Sp): Once per day, Scax can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
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Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Scax may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Scax may either call or summon in a day; he may not do both. Scax prefers to summon osyluths, as their sneaky nature reflects his own, although if physical combat prowess is needed, he generally summons hamatulas. Infernal Presence (Su): Scax’s Infernal Presence has a Will save DC of 29. His caster level is 37th. Root of All Evil (Su): Scax takes pleasure in tainting wealth. Those who obtain money from him in any manner, whether it was freely offered or taken by force, suffer a vicious disease. (Incubation 1d3 days, damage 1d6 Int, Wis and Cha, Fortitude save DC 28) Those who would attempt to remove this disease with magic must succeed at a caster level check against Scax's own spell resistance to affect the victim. However, the ravages of this malady can be abated for one day by offering Scax 100gp per point of ability damage suffered. The victim intuitively knows that he must sacrifice this gold, and often is turned to vile and depraved acts to ease his suffering. The offering is left in a small box in a certain place, and an imp comes daily to bring the gold back to the Duke of Riches. Sins of the Father (Su): Scax has a unique method of gathering entire generational lines of souls. When one entreats Scax, they must sign a contract, as normal for infernal dealings. This contract is binding for 1200 years, and concerns not only the original signer, (hereafter referred to as the “client”) but all of his or her descendants as well. The client, in exchange for his soul, receives financial wealth beyond his wildest dreams. The client receives his HD x 500 in platinum, gold, and silver pieces up front. Every year, he receives an additional amount of platinum, gold and silver coins equal to his HD x 100. As a side effect, the client is extremely fertile after dealing with Scax. If male, there is a 75% chance any female he sleeps with becomes pregnant. If female, there is a 90% chance that she becomes pregnant after any sexual encounter. (Roll 1d4 to see how many children are conceived.) This is to ensure Scax reaps a harvest of souls. After the client dies, whether by Scax’s hand or not, everything monetary that the family of the client lies their hands on ends in ruin. All skill checks related to work or earning money suffer a -10 penalty, and only produce half the earned result. Any savings they may have are reduced by one half every month, with this money going into Scax’s coffers. This includes trade goods or other material wealth. The result is a family forever crushed by poverty. Those who attempt to help the cursed must make a Will save DC 29 or suffer a -5 penalty to skill checks involving work, similar to that of the cursed themselves. Those who suspect a curse are usually handled by hamatulas should they be too eager in voicing their opinions. All of the client’s descendants’ souls are laid claim to by Scax. He holds these souls in stasis, for they are not truly his until the contract is complete. After 1200 years pass, Scax comes to tempt the youngest living descendant of the client, who is usually more than willing to “get rid of his family curse”. Should the descendant sign a contract with Scax, the circle is completed and all souls between the original client and the new client are Scax’s. Should he refuse to sign, upon his death the souls of his family are released to their proper destinations.
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Scax’s curse may be lifted by a remove curse cast by a 31st level cleric after completing a quest set by the same. However, Scax is allowed to tempt the person who is attempting to lift the curse in the same manner as the youngest descendant. Should this person fail, the consequences are the same. Should he succeed however, only he and his descendants escape the curse. The other members of the cursed family however must find their own means to remove it, or wait for the 1200 years to expire. Sorcerer spells known: 6/9/8/8/8/8/7/7/5 Caster level 37th, DC 19+spell level. 0 - acid splash, flare, ghost sound, mage hand, no light*, open/close, prestidigitation, read magic, slash tongue*; 1st - disguise self, identify, magic aura, mount, nether trail*; 2nd - addiction*, blindness/deafness, entice gift*, misdirection, resist energy; 3rd - displacement, haste, phantom steed, ray of exhaustion, 4th - bestow curse, dimensional anchor, solid fog, 5th - baleful polymorph, call nightmare*, feeblemind, major creation; 6th - false sending*, repulsion, wall of gold (as wall of iron); 7th - insanity, power word blind, project image; 8th - bestow greater curse*, moment of prescience. Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unholy aura, unhallow, wall of fire; 3/day - destruction; 1/day - meteor swarm, symbol of pain; 1/week - wish. Caster level 37th; DC 19 + spell level. Possessions: Ruin, a +4 vile wrist dagger (treat as a bladed gauntlet). The weapon is connected to a bracer of armor +6 and coated in pit fiend venom. (DC 28) The dagger also functions similarly to a staff, although the 50 charges renew themselves every month. The dagger can be used to cast the following spells, all at 37th caster level. The DCs are based off Scax's Charisma, just as any caster using a staff (currently 19 + spell level). • • • • •
Slash tongue (1 charge) Addiction (1 charge) Sap strength (1 charge) Vanish (3 charges) Soul’s treasure lost (4 charges)
Those who touch Ruin without Scax's permission must immediately make a save against Root of All Evil at a -3 penalty. The price to abate the disease's effects is tripled for those who would affront the Duke of Riches so. Summoning Scax Scax accepts gold and platinum coins of at least 2,500 gp in value as a sacrifice. Such treasure must have been embezzled, misappropriated, or otherwise taken illegally from an organization dedicated to doing good work. This may be a good or neutral aligned church, an orphanage, or any charitable organization. When Scax is successfully summoned, the floor within the summoning area takes on a gilded appearance and gold coins begin spraying from around the center, as if flipped from the ground itself. As the coins pile up,
they form a rough image of Scax. Once complete, the coins seem to melt into a perfectly formed statue of the Duke. The gold then vanishes from the head to the feet, and Scax is revealed. Scax will frequently attempt to verbally mislead the summoner, promising them anything they ask for while in actuality offering absolutely nothing or as close to nothing as possible. He will bargain for their soul via Sins of the Father, swearing to turn their small investment into wealth that will stretch for generations. Multiple Sense Motive checks will be required. He does not anger or attempt to break through the wards unless his personal Infernal honor is affronted (which typically can only happen if another devil is present and/or Scax is deliberately insulted). Scax will typically bear any number of indignities, although he is always intent on having his vengeance served cold in the future. Upon departing, Scax strikes an impressive pose. Gold rises up from his feet to his head, creating the statue once more. It then reforms into the pile of gold coins, which explodes harmlessly, sending gold everywhere. Although most of it disappears, 10d10 gold coins are left behind. These carry with them the power of Scax's own All That Glitters power, but the DC is a base 19, with no possible enhancement. The coins retain this power for one week, after which they will become lead.
CARNIVEAU, Duke of Purity Duke of Hell Large Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A white disk on a flaming circle with a black border over a red, inverted triangle Blackguard 10/Monk 15 Hit Dice: 20d8 + 10d10 + 15d6 + 270 (650 hp) Initiative: +11 Speed: 90 ft. Armor Class: 54 (+8 armor, +7 Dexterity, +5 insight, +3 monk, +19 natural, +3 profane, -1 size), touch 27, flat-footed 46 Base Attack/Grapple: +33/+44 Attack: Hand of Purity +46 melee (3d6+13 + 2d6 (axiomatic) + 2d6 (unholy) + 1 (vile) + 1 Charisma 19-20/x2) Full Attack: Hand of Purity +46/+46/+46/+41/+36 melee (3d6+13 + 2d6 (axiomatic) + 2d6 (unholy) + 1 (vile) + 1 Charisma 19-20/x2) Space/ Reach: 10 ft./10 ft. Special Attacks: Bind Lust, call devils, Infernal Presence, ki strike (lawful, magic), quivering palm (Fortitude DC 27), smite good 6/day (+9 attack, +20 damage), sneak attack +4d6, spell-like abilities, spells, stunning fist 20/day (Fortitude DC 27) Special Qualities: Aura of despair, aura of evil, Blind to Beauty, command undead, Cursed, damage reduction 20/good and silver, dark blessing, darkvision 60 ft., detect good, diamond body, diamond soul, Duke of Hell qualities, fiendish servant, immunity to fire and poison, improved evasion, lay on hands - self only (90 hp), low-light vision, magic circle against good, poison use, Power of Purity, purity of body, regeneration 6, resistance to acid 20 and cold 20, see in darkness, slow fall 70 ft., still mind, spell resistance 46, telepathy 500 ft., undead companion, wholeness of body. Saves: Fort +39 (+43 vs petrification), Ref +40, Will
+40 Abilities: Str 25, Dex 25, Con 22, Int 22, Wis 21, Cha 30 Skills: Balance +24, Bluff +36, Concentration +44, Craft (blacksmith) +23, Craft (weapon smith) +23, Diplomacy +31 (+29 with good beings, +37 with evil beings), Disguise +10 (+14 when acting in character), Escape Artist +45, Gather Information +19, Heal +15, Hide +24, Intimidate +44 (+50 against evil beings), Jump +9, Knowledge (arcane) +24, Knowledge (planes) +34, Knowledge (religion) +54, Listen +33, Move Silently +39, Search +34, Sense Motive +53, Spot +33, Survival +5 (+9 on another plane, +9 while tracking), Tumble +19, Use Rope +7 (+11 with bindings). Feats: Blind Fight, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability B, Dark Speech, Great Smiting, Improved Critical (unarmed strike), Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Power Attack, Stunning Fist, Vile Ki Strike, Weapon Focus (unarmed strike) Epic Feats: Axiomatic Strike, Blinding Speed, Dire Charge, Epic Evil Brand B, Unholy Strike Environment: Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary or squad (2 - 8 Hamatulas) Challenge Rating: 34 Treasure: Triple standard plus Hand of Purity, amulet of the planes and +8 bracers of armor Alignment: Lawful Evil Carniveau is one of the most confounding of the Courtiers of Phlegethos, as well as one of the greatest threats to mortals across the Cosmos. On the one hand, Carniveau’s attitudes seem contradictory within the framework of Phlegethos. Within the Fourth Hell, where pain, suffering and all forms of sexual torment and domination are promoted, Carniveau is a Duke who seeks to restrain sexual deviancy and hunger. Indeed, he hopes to stamp it out entirely. As a result, most scholars would expect that this puts him at odds with his fellows and his liege, Belial. However, as is often the case in Hell, the obvious expectation falls short of the truth. It is this reality that makes Carniveau one of the greatest foes to mortals across Creation and an asset to the workings of Phlegethos. Carniveau is a fallen planetar. Like Belial and Rosier, Carniveau was an angel dedicated to defending mortals against hatred and violence promoted by the Depths Below and their allies in the material plane. He did his job well for countless millennia, guiding mortals along a pure and narrow path of physical enlightenment. As the centuries passed, Carniveau began to realize that much of the problems afflicting mortals revolved around physical and sexual desire. He witnessed numerous Paladins succumb to the lure of sex and saw entire kingdoms thrown into war because of the lust of the king. He himself had been approached numerous times by aroused mortals seeking to know passion in the arms of an angel. Having seen the downfall of Semyaza and his Host thousands of years earlier, Carniveau knew the consequences of such behavior. But it was not so much his fear of punishment that held Carniveau to his strict standards; rather, it was his latent disdain for the mortals he protected. He came to believe that mortals needed a firm, guiding hand that forced them to ignore their base de-
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sires. Carniveau became convinced that he was that hand. Thus, well before The Great Fall, Carniveau began to impose his Principles of Purity. He instituted strict social standards for dress, interaction between men and women, relations across races, and how to manage courtship. Initially, these Principles seemed to work well as mortals began to behave in a more civilized and cultured manner. However, Carniveau continued to see the stain of lust and sex. Thus, he sought ways to enforce his Principles. Women, for example, were forced to conceal their sexuality and had to follow the lead of the man. The men, on the other hand, were forced to cover their entire body at all times and had to wear girdles that required significant time to remove. Marriages between people of different castes were frowned upon while those between different races were outlawed. Arranged marriages that promoted the good of society became the norm while love became synonymous with lust. Within a few short years, the restrictions became social mores that, when breeched, brought severe punishment and torture. Men, viewed as the primary instigators of sexual escapades, became second-class citizens, while women were forced to sterilize themselves after giving birth to a certain number of children as decreed by the state. Any sexual activity not sanctioned by the state resulted in castration and sometimes death. Societies under Carniveau’s Principles became despotic tyrannies. And no one realized it until it was too late; often times, those that spearheaded the Principles were clerics and paladins who believed that the goals of Carniveau were exemplary. Thus, as they erected great Inquisitions, these clerics and paladins fell into darkness, although like Carniveau, they never realized that they lost their way. It was no surprise that when Eblis and Beelzebul called for the downfall of the Sarim that Carniveau joined with them. And like them, he was purged from the Realms Above during The Great Fall. Carniveau fell into Phlegethos and realized that he now had the opportunity to impose his will on mortals since he no longer had to concern himself with short-sighted fools in Heaven. Joining with Belial and other fallen angels, Carniveau became a powerful member of Hell’s hierarchy. While Belial and Rosier and their ilk delved into acts of lust and deviance, Carniveau became ever more restrained. Dwelling in his Pristine Palace in the middle of a tremendous lake of fire, Carniveau soon became known as the Duke of Purity throughout Hell. Remaining allied to Belial, he was rewarded with station and honors when Belial became Lord of the Fourth. Carniveau’s relationship with his peers is the opposite of what many would expect. He does not frown upon the actions of Belial, Fierana, or Rosier. Indeed, he applauds them because he believes that their actions reveal the weakness of mortal flesh. In truth, Carniveau has become much like his compatriots as he hoards a great deal of lust within his being. This lust is only rarely sated, as Carniveau prides himself on restraint. Still, Carniveau lusts after Rosier and Fierana and virtually every other female in existence. His desires have never been rewarded, although he has been seduced by Belial countless times. Carniveau hates and fears his Lord, but knows that he has no power to overcome Belial. The truth is Carniveau, in spite of recognizing the value of his peers, has come to despise them all; he believes that he knows how to make mortals accept their rightful station within Creation.
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Across the rest of Hell, Carniveau has many allies, particularly those who wish to forge tyrannies. Chief among these are those who serve Beelzebub. It is also said that Bael has considered inviting the fallen angel to his court. Carniveau has no relationship with the archdevil Semyaza, whom he still views as a failure. Carniveau has received a great deal of support from Glasya the Progeny despite Dispater’s decree to the contrary. The Princess of Hell regularly sends erinyes aids when Carniveau calls, often promising the fallen angel intimate pleasures in the near future. To date, Carniveau has not had the pleasure of Glasya’s company, and this is slowly forging a great deal of anxiety and resentment on his part. Since his time in Hell, Carniveau has become a powerful force of constraint and physical oppression. Thousands of social upheavals are linked to him and he was intimately involved in most of them. Recently, Carniveau’s actions resulted in him not only causing a restraining of sexual behavior, but being worshipped by those who served him directly. Initially taken aback, Carniveau, historically interested in just impacting societies through those he has taught, now seeks to become a god rather than receive a promotion in Hell. To date, only Glasya knows of this goal, although it is probable that Dispater is aware as well. Carniveau appears as an incredibly tall man with severe facial features. His face seems to have been carved from stone and is lined with many creases. He does not appear to have smiled in hundreds of years, and his face is pulled into a perpetually disapproving frown. His eyes glow a dull yellow under a heavy brow and bald head. All of Carniveau’s body, save his hands, is covered by a voluminous white robe that trails into motes of dust at the sleeves and hem. Carniveau’s hands are wrapped in bands of iron which he never removes. In spite of his stern demeanor, Carniveau speaks with a reasonable voice infinite in patience and certain in its convictions. Combat Carniveau is never hesitant to fight once he realizes that his words are being ignored. Once he engages in combat, Carniveau calls on his Infernal Presence and Binds Lust. Then, he will often summon devils (as described below). He will usually enter melee at this point and attack the most attractive opponent. He prefers to cast spells like unholy blight, waves of fatigue, and waves of exhaustion, although he will throw in an occasional fireball or destruction. Carniveau will not hesitate in retreating if he finds his opponents to be a challenge, but he will return at the first possible opportunity to destroy or convert them. Bind Lust (Su): Carniveau strongly believes that one of the problems with the Cosmos, particularly among mortals, is the fact that they are too driven by animal instincts and lust. To Carniveau, sex is something that should only occur when it serves the needs of a system and even then such activities should be heavily regulated. Unsurprisingly, Carniveau’s presence stunts sexual arousal and seeps the physical attractiveness from mortal creatures. Carniveau may call on his Bind Lust power at will as a standard action. All creatures within 50 feet of Carniveau must make a Will save DC 30. Those that fail the save immediately feel any kind of sexual interest, be it latent or immediate, dulled. Not only does this impact a victim’s physical appearance, it
also saps the victim’s vitality; the victim suffers 4 points of Constitution and Charisma damage. The ability damage lingers for 24 hours. During this span of time, the victim will not engage in any kind of sexual activity. Upon the end of the duration, the victim may make another Will save DC 30. If failed, the victim suffers another 2 points of Constitution and Charisma damage. At this point, not only will the victim avoid any kind of sexual contact, he will also be offended by the presence of overt sexuality; that is, if the victim encounters any creature with the same type with a Charisma of 16 or greater, he will seek to attack and maim the “perpetrator.” Attacks made against such a creature are designed to reduce their Charisma rather than cause permanent physical harm. In such situations, the victim of Bind Lust attempts to grapple and pin the offender, dealing one point of Charisma damage each round in which he successfully pins. While some victims of Bind Lust seek to deface an offender, others go as far as to sexually assault those who have “gone too far” in being sexual creatures. In any event, such attacks persist until the victim of Bind Lust successfully reduces an offender’s Charisma to nine or lower or is forcefully removed and kept away from the offender. The victim continues to make saves against Bind Lust each day, losing 2 points per failure. The victim’s Constitution and Charisma will never drop below 3. Aside from making a successful save, the only way to be rid of Bind Lust is through the power of a 21st level goodaligned cleric casting restoration or true restoration. Once a save is made, the victim makes separate saving throws for each initial failure to overcome Bind Lust. If these saves are failed, the victim only regains his Constitution and half of his lost Charisma points. Once a victim saves against Bind Lust, he is immune to it for one day. Blind to Beauty (Ex): Carniveau is immune to any and all spells, spell-like abilities, and effects from the School of Enchantment except those cast by beings possessing a divine rank of 0 or greater. When mortals cast such spells against Carniveau, not only do they have no effect on him, they have a 10% chance per Charisma bonus of the caster of rebounding. Those who succumb to their own enchantment effect become Carniveau’s thrall under the effects of both Bind Lust and Power of Purity for 9 days. Although cosmic and divine beings can affect Carniveau with enchantments, the Duke of Purity is still an elusive target. Carniveau has a chance of ignoring even these effects (including salient divine abilities and the like) based upon the power of the cosmic entity or god as follows: • • • • •
Quasi entity: 80% Demi entity: 60% Lesser entity: 40% Intermediate entity: 20% Greater entity: 10%
In spite of his resistance to enchantments, Carniveau still has trouble quelling his own lusts. Whenever Carniveau encounters a humanoid being that possesses a natural Charisma of at least 21, he must make a Will save DC = 10 + the half the being’s combined class levels/Hit Dice + the being’s Charisma modifier. If he fails, Carniveau must immediately attempt to seduce the being; he enters into a blind rage if he is refused and will
not stop attacking until the being is unconscious or dead. When Carniveau encounters a group of humanoid creatures with a Charisma over 21 within the course of one turn, he need only make one saving throw during that time. Once Carniveau makes this save for a specific being, he can control himself for a year and a day. Blackguard Spells known (4/3/3/2; base DC 15 + spell level. Caster level 25th): 1st - corrupt weapon, doom, inflict light wounds x2; 2nd - bull’s strength, inflict moderate wounds, shatter; 3rd - inflict serious wounds x2, protection from the elements; 4th - freedom of movement, poison. Call Devils (Sp): Once per day, Carniveau can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Carniveau may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Carniveau may either call or summon in a day; he may not do both. Although a fallen angel, Carniveau does not disdain the presence of devils like most of his ilk. In fact, he perceives them to be far more honest than even his Fallen peers when it comes to maintaining restraint and discipline. Thus, Carniveau is always ready to summon hamatulas and cornugons at the first sign of trouble. Carniveau rarely summons erinyes as they arouse him. Infernal Presence (Su): Carniveau’s Infernal Presence has a Will save DC of 32. His caster level is 34th. Power of Purity (Su): More than anything, Carniveau wishes to force others to see existence as he sees it. He hopes to force lesser, weaker creatures to embrace their inhibitions and place severe restrictions on acts of passion and so-called love. To those willing to accept his leadership, Carniveau offers the Power of Purity. 3/ day as a standard action, Carniveau may grant persuasive power to a client in his presence. The client receives a +2 bonus to Bluff and Intimidate checks per his base Charisma modifier. Furthermore, those with the Power of Purity gain the ability to cast mass suggestion 1/day as a 34th level caster. Unlike the traditional spell, however, this version of mass suggestion lasts so long as the client lives and selects to leave the effect in place. In all cases, the use of mass suggestion curtails sexual behavior, from attitudes about deviancy to attitudes about gender status. Each time a client uses Power of Purity, he suffers a 1 penalty to his Charisma. This does not affect his base Charisma or modifier, but is tabulated separately for the purpose of initial encounter determinants and Diplomacy checks. Once the victim has a net of 0 for his Charisma, he immediately becomes a Lawful Evil thrall of Carniveau, his soul consigned to Phlegethos upon his death. Most beings never realize what has happened to them until it is too late. Those that do must seek atonement from a 21st level cleric of a good god of love or sex and then complete a quest to bring two lovers together within 40 days. During this time, Carniveau and his allies cannot harm the victim; once the time frame elapses, however, Carniveau often attempts to kill the former client as soon as possible, thereby sending his condemned spirit to Hell. Spell-like Abilities: At will - bestow curse, blasphemy, charm monster, contagion, continual flame, death knell, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic,
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greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mirage arcana, persistent image, polymorph, speak with dead, suggestion, unholy aura, unholy blight, unhallow, and wall of fire; 3/day - blade barrier, destruction, power word stun, slay living, waves of fatigue; 1/day - earthquake, mass charm monster, meteor swarm (any), shapechange, symbol of pain, waves of exhaustion; 1/week - wish. Caster level 34th ; DC 20 + spell level. Spells: As a fallen planetar, Carniveau has access to divine spells as an 8th level cleric. Carniveau has access to the Evil and Law domains. Typical Cleric spells prepared (6/4+1/4+1/3+1; save DC 15 + spell level. Caster level 15th: 0 - create water, guidance, light, purify food and drink, resistance, virtue; 1st - bane, command, divine favor, obscuring mist, protection from chaos*; 2nd - bull’s strength, calm emotions*, death knell, enthrall, status; 3rd - bestow curse, invisibility purge, magic circle against chaos*, searing light. *Domain spell.
Possessions: Carniveau does not carry much. He always wears his Hands of Purity, which are +6 humiliating hand-wrappings, an amulet of the planes, and +8 bracers of armor. Still, as a Duke of Hell, Carniveau has access to a great deal of magic items within a short period of time should he have need of it. Summoning Carniveau In summoning Carniveau, the supplicants are expected to sacrifice a female virgin of marriageable age. Robed and covered entirely save for her eyes and neck, she is expected to be sacrificed by means of cutting her throat. Her blood is then used to augment the symbols and so forth used to call forth the Duke of Purity. A decorated wooden chamber, similar to a confession box, rises from the ground. Carniveau speaks from within the box, and does not stir from it for the duration of negotiations; all that the summoners ever see of him is the occasional eye peeking from within. Of course, should any of the summoners or their attendants have a Charisma score of 21 or higher, Carniveau must make a Will save as described under his Blind to Beauty ability, or attempt to seduce that individual – this is the only situation that will draw him from his booth into plain sight. Should the seduction fail, Carniveau falls into a rage and attempts to break free of the circle that he has been called into, so as to fall upon and maim the beauty who has denied him. Carniveau bargains with the summoners should they wish to obtain the Power of Purity, but does not haggle endlessly like the Dukes of Minauros. He is more interested in the side effects of his gift than in the price paid to obtain it. For other bargains or questions, supplicants are just as likely to be ignored as anything else, unless the matter is one close to the Duke of Purity’s ideals. When the summoning is over, the wooden booth descends back into the earth. The ground is thereafter scorched and burnt, and any structure built on that spot within the following four years will spontaneously burn into flame at the next lunar eclipse – no matter what material it is made of.
ROSIER, Duchess of Witchcraft Duchess of Hell
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Large Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A black phallus descending into orange flames on a blood red triangle Assassin 7/Witch 18 Hit Dice: 20d8 + 7d6 + 18d4 + 270 (429 hp) Initiative: +9 Speed: 40 ft. Armor Class: 49 (+8 armor, +5 deflection, +5 Dexterity, +19 natural, +3 profane), touch 22, flat-footed 49 Base Attack/Grapple: +33/+43 Attack: +43 melee Wand of the Chaste, a +5 unholy heavy mace (2d6+11 + 2d6 (unholy) +1 (vile) + 2 Charisma/x2 Full Attack: +43/+38/+33/+28 melee Wand of the Chaste, a +5 unholy heavy mace (2d6+11 + 2d6 (unholy) +1 (vile) +2 Charisma/x2 Space/ Reach: 10 ft./10 ft. Special Attacks: Call devils, death attack (Fortitude DC 24), Infernal Presence, Rites of the Flesh, sneak attack +4d6, spell-like abilities, spells Special Qualities: Black Ritual, cursed, damage reduction 20/good and silver, darkvision 60 ft., Debased Aura, Duke of Hell qualities, immunity to fire and poison, improved uncanny dodge, low-light vision, magic circle against good, poison use, regeneration 6, resistance to acid 20 and cold 20, see in darkness, spell resistance 46, telepathy 500 ft. Saves: Fort +30 (+34 vs petrification), Ref +29, Will +29 Abilities: Str 23, Dex 21, Con 22, Int 24, Wis 21, Cha 30 Skills: Appraise +4 (+11 potions and elixirs), Bluff +54, Concentration +44, Craft (alchemy) +37, Craft (gem cutting) +24, Craft (leatherwork) +24, Diplomacy +53 (+51 with good beings, +59 with evil beings), Disguise +25 (+29 when acting in character), Escape Artist +22, Gather Information +28, Hide +18, Intimidate +51 (+57 against evil beings), Knowledge (arcane) +48, Knowledge (local) +12, Knowledge (the planes) +20, Knowledge (religion) +30, Listen +22, Move Silently +22, Search +24, Sense Motive +37, Spellcraft +51, Spot +22, Survival +7 on another plane, +7 while tracking, Use Rope +7. Feats: Brew Potion, Cleave, Corrupt Spell-like AbilityB, Craft Rod, Craft Wondrous Item, Dark Speech, Eschew MaterialsB, Extend Spell, Improved Initiative, Improved Sunder, Malign Spell Focus, Negotiator, Persuasive, Power Attack, Vile Martial Strike Epic Feats: Craft Epic Rod, Epic Evil BrandB, Permanent Emanation (desecrate) Environment: Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary or coven (2 - 8 erinyes) Challenge Rating: 34 Treasure: Wand of the Chaste, amulet of the planes, +8 bracers of armor, +5 ring of protection Alignment: Lawful Evil In Hell, there is no such thing as love expressed in the act of sex. Indeed, there are few cases of sex as an act of mutual satisfaction for both participants. In Hell, sex is simply another tool to demonstrate power and this is especially the case in the sadistic circle of Phlegethos, the Fourth Hell. Here, pain and suffering know no bounds, and some of the preferred means of torture revolve around sexual acts. It is within Phlegethos that the
most practiced manipulators of physical expression and subjugation can be found and near the forefront of these actors is the Duchess of Debauchery, foul Rosier. Rosier, like most of Phlegethos’ Courtiers, counts among those who were cast out of the Realms Above during The Great Fall. Prior to The Great Fall, Rosier was a great patron of love and the expression of love during acts of sex. She oversaw the weddings of great paragons of goodness and offered blessings to those who, despite all manner of hardship, overcame adversity to be with those they loved. During this time, Rosier was truly beautiful, possibly the most beautiful angel in the ophanim choir after bright Belial, perfect Beelzebul, and glorious Tifereth. It was this beauty that brought Rosier into Perdition. Rosier was bitter. Like many angels, Rosier avoided liaisons with mortals. For a long time, Rosier honored this tradition, in no small part due to her growing contempt for the ugly creatures she was required to look after. Indeed, Rosier viewed acts of “love” among mortals as lies. Such interactions, although blessed by expressions of true love and devotion, were often shallow infatuations when initiated by mortals who beheld only the visual appeal. She witnessed numerous marriages established for political gain, often times with women forced to marry much older men who tended to have numerous mistresses while they themselves were condemned to being trinkets for their husbands. Rosier became convinced that mortals could not achieve the true love angelic beings exhibited and simply used the word “love” as a ploy to promote their own ends. Rosier’s jaded attitude initially prompted her to simply accomplish her established duties, but eventually she sought to investigate her beliefs, her disgust transforming into intrigue. Rosier was pleased to find that her opinions were often justified, particularly among the nobility and those in power. But, despite the numerous examples of true love and commitment she witnessed, Rosier was convinced of her position regarding mortal love. To prove her hypothesis, Rosier began to tempt mortal women to give their bodies to those in positions of power in return for greater influence. Stunning, and condemning, results bolstered Rosier’s beliefs and she could well have turned away from pursuing her darkening road. Instead, Rosier promoted ever greater obscene acts, granting personal power to those women (and few men) who aided her in her cause. Indirectly, Rosier found herself controlling entire countries through her servants and their sex. Rosier’s hatred for her initial task and her newfound proof of mortal lowliness made her easy prey for Eblis and Beelzebul when they instigated The Great Fall. Rosier was among the first to join with the rebel angels, believing that the Sarim were fools coddling to gods and mortals. Although it is a certainty that her obscene acts would have eventually come to light, the casting out of the rebel angels expedited Rosier’s decent into perdition. Rosier found herself, along with the majority of the Fallen, in the Nine Hells of Perdition. Initially in shock at her new station, Rosier was drawn to Phlegethos and the banner of Belial. In Belial, Rosier believed she found true love for he took her under his wing as she cowered in fear. It is known that for a long time, Rosier was a favorite of Belial as he rose through the ranks of Phlegethos’ Court. Up until the moment he overthrew the previous Lord of the Fourth, Belial kept Rosier at his side, using her and numerous other Fallen
to bolster his own strength. Upon his ascension as the Lord of Pains and Suffering, Belial revealed to Rosier and the others his infidelities and forced them under his yolk. Betrayed even by another of her kind, Rosier abandoned any remaining vestige of morality and became the first of Belial’s Dukes of Hell. Rosier is dedicated to using sex in the pursuit of power. To Rosier, no act is too heinous in the pursuit of control over one’s destiny, and acts of sexual deviance, more than any other, truly reveal just how much an individual is willing to sacrifice in pursuit of power. Rosier tends to prefer female servants, often referred to as Witches of Flame, since women are often viewed as weaker than men in most humanoid cultures and, therefore, wield less power. Women, often sexually objectified, are empowered by Rosier to use their sex to manipulate those in power. Thus, these Witches soon become the true powers behind the crowns of major civilizations. More to the point, Rosier seeks to strip the power from those who thought they were in control sexually and condemn their souls to Hell. In Hell, Rosier is a relatively low-profile Courtier in spite of her background with Belial. She finds a great deal more pleasure with mortals, a stark contrast to her attitudes when she was an angel. When she does appear in the Court of Phlegethos, Rosier is known to have only one ally among the Courtiers: Carniveau. While Rosier seeks to use sex to gain political power, Carniveau seeks to encourage a tightening of sexuality, turning sex into a sinful, deplorable aspect of existence. This attitude works well for Rosier since it allows her Witches to accuse those in their way of debauchery. In spite of their complementary goals and alliance, both Carniveau and Rosier are eager to subsume the other’s responsibilities as soon as possible. Aside from Carniveau, Rosier deals well with Fierana, the Arch-Devil of Passion. Although incalculably older than Belial’s daughter, Rosier has learned much from Fierana. Unlike her relationship with Fierana, Rosier does not have a healthy relationship with Lilith, the Lord of the Sixth. Lilith and Rosier both heavily rely on female servants, although for different ends. While Rosier simply seeks to insert women into positions of power through their sex, Lilith seeks to rob women of their natural make-up regardless of whether or not they attain greater power. Lilith would like nothing better than to subsume Rosier and become the Goddess of Witches. To date, only Belial’s support has kept Lilith from destroying Rosier. Belial himself routinely seeks to bed Rosier in order to remind her of her servitude. However, Rosier believes that by allowing her Lord to use her in such a fashion that she grows ever more powerful. Indeed, Belial has yet to tire of her and continues to support and protect her, so perhaps Rosier’s ploy is working. Interestingly, Rosier seems to have no clear stance regarding the Demon Lady of Lust, Babylona, instructing her servants to avoid the Demon’s followers. The reason behind Rosier’s attitude is unclear, although it is possible that the Duchess of Witchcraft is either hoping to forge a truly unholy alliance with Babylona or hopes to lull the Demon into a false sense of security before striking against her. Rosier appears as a tall, very handsome, slender woman with short white hair and pale skin. Her eyes, like twin moons, are sunken under dark brows, and she has a generous, pouting mouth. Rosier tends to wear stately, yet sensual, burgundy gowns, and is often bedecked with classy jewelry. Although she has long since
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lost her wings, Rosier floats about 3 feet off the ground (apparently, she can still fall and cannot rise any higher without aid). Rosier always carries the Wand of the Chaste, and speaks in a surprisingly deep, husky voice. Combat Rosier is not much of a melee fighter, and always seeks to position herself as far away from physical combat as possible. In such situations, Rosier will usually begin combat by surrounding herself with her Infernal Presence and her Debased Aura. She will then seek to mass charm her opponents before summoning reinforcements. She will then turn to her Wand of the Chaste and Rites of the Flesh. Assassin Spells known (5/5/4/1; base DC 17 + spell level, 19 + spell level for Evil spells. Caster level 22nd): 1st - detect poison, feather fall, obscuring mist, true strike; 2nd - cat’s grace, pass without trace, spider climb, undetectable alignment; 3rd - deep slumber, false life, nondetection; 4th - freedom of movement, modify memory. Black Ritual (Su): To Rosier, sex is simply a tool solely to be used in the acquisition of power, especially for those who are among the political minority within a social system. Through sexual favors, Rosier believes that a power-hungry individual can acquire whatever she seeks and that no act is too obscene or extreme in order to ensure greater puissance. Many, particularly women and courtesans of either gender, are drawn to Rosier, believing that the Mistress of Favors can grant them power over those with a weakness for the pleasures of the flesh. Once per day, Rosier may oversee a Black Ritual. When a Black Ritual is called, Rosier’s servants gather together, often with enthralled servants, to engage in sexual acts. Many of these acts are quite obscene. Everything from children to animals are used in these Rituals, marking them as truly vile. Although there are many trappings associated with the Black Ritual, what really matters is that either Rosier and/or at least three couples engage in some manner of sexual activity for at least nine minutes. Celebrants hoping to gain power from Rosier must engage in sexual activity with either an uninitiated person or with an unwilling individual (for the purposes of Black Ritual, an enchanted being is considered unwilling). At the moment of sexual release, Rosier unleashes her power to the celebrants sworn to her within 90 feet. What power the celebrant receives depends upon the nature of the being with whom she has copulated as detailed below (these benefits stack and last for nine days): Bestiality/Pedophilia: The celebrant receives a +1 bonus to DCs for enchantment spells and a +2 bonus to all Charisma based skill checks. Animals are treated on a two-for-one basis for HD to levels for higher Ritual benefits. Thus, a brown bear (6HD) would only provide the bonuses of coupling with a 3 HD creature. Those who are forced to participate in a Black Ritual suffer the effects of Rites of the Flesh (described below). In spite of its benefits, the power released by Black Ritual does not come without a price. Once the celebrant tastes the sweetness of the Black Ritual, she is driven to sexually dominate a new person at least once every 9 days in another Black Ritual. If she cannot accomplish this, she must make a Will save DC 30. If she fails the save, she suffers 2 points of Charisma damage; if she
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Table 7-1: Benefits of a Black Ritual by Hit Dice of Associated Creature
HD/Level of Uninitiated/Unwilling Creature
Benefit
1-5
The celebrant gains the ability to cast charm person 1/ day as a 5th level sorcerer
6-10
The celebrant gains the ability to cast suggestion 1/day as a 10th level sorcerer
11-15
The celebrant gains the ability to cast charm monster 1/ day as a 15th level sorcerer
16-20
The celebrant gains the ability to cast dominate person 1/ day as a 20th level sorcerer
21+
The celebrant gains the ability to cast dominate monster 1/day as a 21st level sorcerer
succeeds, she must make another save 9 days later unless she succeeds in corrupting another in a Black Ritual. Second, the decrepitude of a soul who engages in this heinous ritual is such that the forces of good automatically sense a wrongness in the character. Good-aligned, divine spellcasters receive a +2 bonus on Sense Motive checks per each level of Black Ritual through which the celebrant participated. A paladin automatically detects evil when within 20 feet of a celebrant who participated in Black Ritual over the past three months (although she cannot pin point the evil precisely, the paladin detects evil as if the celebrant were a cleric). Once a person partakes in Rosier’s Black Ritual, the only way to cleanse the soul is for an atonement to be cast by a 21st level cleric of good alignment. After which, the penitent must complete a goodly quest within nine days. Those who fail are immediately struck with Rites of the Flesh. There are persistent rumors that Rosier has taught a few very powerful witches the secret to casting Black Ritual. If so, this is sure to be an epic level spell. Less powerful versions of the Black Ritual can be emulated by means of a wish or miracle spell (as revealed by Rosier); in such a case the Will save DC for any effects is 18. Call Devils (Sp): Once per day, Rosier can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Rosier may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Rosier may either call or summon in a day; she may not do both. Rosier hates calling devils, finding them repellent. If she must, Rosier will try to call only erinyes, but if truly threatened, she will not hesitate to summon pit fiends. Debased Aura (Su): Rosier is perhaps one of the most heinous Courtiers of Perdition in the minds of most clerics and other good-aligned, divine spellcasters. Her dedication to perverting acts of love and procreation into something to acquire power and manipulate the weak
make her especially despised. It is said that Rosier simultaneously exudes a sensuality mixed with the highest degrees of offense. Her very presence is a blight against the souls of good-aligned spellcasters. Rosier is surrounded by a Debased Aura, adversely affecting any spells, spell-like abilities, or supernatural abilities cast by good-aligned divine spellcasters or angelic beings. All such effects cast within 90 feet of Rosier require that the caster succeed in a Concentration check DC 30. Even if the check succeeds, all effects (like duration, damage, etc.) are only half as effective as they would otherwise be. If Rosier is confronted within one hour after conducting a Black Ritual, the Concentration check is made at a -3 penalty and the effects are only one-quarter effective. Furthermore, any good-aligned creature within 10 feet of Rosier must make a Fortitude save DC 30 each round or become nauseated by the seductive evil that wafts from her person. Infernal Presence (Su): Rosier’s Infernal Presence has a Will save DC of 31. Her caster level is 39th. Rites of the Flesh (Su): Rosier may affect a powerful curse known as Rites of the Flesh. This terrible curse effectively makes all acts of pleasure, from eating to a massage to sex, an act of turmoil and pain. Once per day, Rosier can infect any creature she selects within 30 feet of her person when he calls on the Rites of the Flesh. Targets receive a Will save DC 30. Those who fail immediately suffer 2 points of Constitution and Charisma damage. Otherwise, there seems to be no adverse impact. However, each day, the victim receives another Will saving throw. If he fails, the victim is affected by Rites of the Flesh. Not only does he suffer another 2 points of Constitution and Charisma, he finds that any act of physical pleasure (including, but not limited to, eating or sex) results in pain and anguish that lasts for one day as per symbol of pain cast by a 39th level caster. Simultaneously, the victim becomes obsessed with the need to seek out a witch or other servant of Rosier, if not Rosier herself in order to receive succor for the pain. The victim receives a Will save DC 30 to ignore this call. Those who succumb find themselves doing anything to find the appropriate person. In most cases, the victim must carry out some kind of favor for the witch, which may or may not include selling one’s soul to Rosier or attempting to blackmail a person in authority through sex. It is unknown how the victim tracks down a witch. Each day that the victim either ignores the call to seek succor from a witch or does not receive it, another save must be made; if failed, the victim suffers another 2 points of Constitution and Charisma damage that cannot be healed unless the curse is removed. Perhaps most chilling about this curse is the fact that those suffering from Rites of the Flesh can “infect” others with its power. If the victim engages in sexual relations with another, that new individual must make a Will save DC 30 or suffer Rites of the Flesh. In short order, an entire cross-section of a population can be wracked with Rites of the Flesh and subservient to the will of Rosier. Furthermore, those who suffer from Rites of the Flesh as victims of a Black Ritual may well find their souls consigned to Hell under the auspices of Rosier in the event that they die during the course of the affliction. Those suffering from Rites of the Flesh must seek out a powerful good-aligned spellcaster dedicated to a god of love in order to overcome this dreadful curse. The cleric
must be of at least 21st level and must cast atonement, remove curse, and greater restoration in immediate succession. The victim must then remain chaste for at least seven days; if she fails, Rites of the Flesh returns where it was initially stalled. Spell-like Abilities: At will - bestow curse, blasphemy, charm monster, contagion, continual flame, death knell, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mirage arcana, persistent image, polymorph, speak with dead, suggestion, unholy aura, unholy blight, unhallow, and wall of fire; 3/day - blade barrier, destruction, power word stun, slay living, waves of fatigue; 1/day - earthquake, mass charm monster, meteor swarm (any), shapechange, symbol of pain, waves of exhaustion; 1/week - wish. Caster level 39th; DC 20 + spell level). Spells: As a fallen planetar, Rosier has access to divine spells as an 8th level cleric. Rosier has access to the Evil and Law domains. Typical Cleric spells prepared (6/4/4/3; save DC 15 + spell level, 17 + spell level for Evil spells. Caster level 15th): 0 - create water, guidance, light, purify food and drink, resistance, virtue; 1st - curse water, doom, protection from chaos*, sanctuary, shield of faith; 2nd - align weapon, calm emotions*, resist energy, silence, sound burst; 3rd - cure serious wounds, invisibility purge, magic circle against chaos*, obscure object. *Domain spell. Witch Spells known (6/9/9/8/8/8/8/7/6/4; base DC 20 + spell level, 22 + spell level for Evil spells. Caster level 38th): 0 - arcane mark, cure minor wounds, dancing lights, detect poison, flare, ghost sound, light, mending, read magic; 1st - command, doom, identify, speak with animals, ventriloquism; 2nd - blindness/deafness, calm emotions, cure moderate wounds, detect thoughts, detect thoughts, whispering winds; 3rd - clairvoyance/ clairaudience, magic circle against chaos, remove blindness/deafness, tongues; 4th - crushing despair, discern lies, divination, locate creature; 5th - baleful polymorph, feeblemind, greater command, nightmare; 6th - control weather, greater scrying, repulsion; 7th - creeping doom, finger of death, insanity; 8th - polymorph any object, bestow greater curse; 9th - dominate monster. Wand of the Chaste: In witches covens and other occult circles, Rosier’s Wand of the Chaste is an infamous totem of power. The Wand of the Chaste was initially a gift given to Rosier by the Seven Virtues. When she was cast out of Heaven during The Great Fall, the Wand, initially used to uphold acts of true love and commitment, was spoiled into an evil, minor artifact. The Wand of the Chaste strikes as a large +5 unholy heavy mace; in addition, a strike from the Wand also deals 2 points of Charisma damage to an opponent (as if a double strength humiliating enhancement had been placed on the wand). On a successful critical hit, the Charisma damage is permanent. Thrice per day, Rosier may call on the Wand to cast eagle’s splendor as a 20th level caster. Once per day, the Wand may be used to cast mass eagle’s splendor as a 20th level caster. Rosier may cause the Wand to cause a Charisma penalty rather than provide bonuses when using its eagle’s splendor powers at double potency; a Will save DC 29 negates this effect. The Wand of the Chaste is more accurately described as a rod. Bearing the general shape of a large phallus, the Wand seems to be carved from ivory. Intricate de-
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signs and runes run along the surface. The head of the Wand is adorned with a stylized, androgynous dual-face. On one side, the face is decidedly fiendish, but still attractive, while the other side is horrific in appearance. Rosier has been known to loan the Wand to servants who have pleased her, although she seems capable of recalling it to her hands in such cases at a whim and across the Realities. In the event that the Wand is stolen, Rosier must track it down through mundane means. Any goodaligned being that holds or attempts to wield the Wand suffer 2 negative levels; furthermore, any being that touches the Wand without Rosier’s express permission must make a Fortitude save DC 29 or suffer Rites of the Flesh. Possessions: Rosier always carries the Wand of the Chaste. She also wears an amulet of the planes, +8 bracers of armor, and a +5 ring of protection. As a Duchess of Hell, she is known to have access to a great deal more wealth. Summoning Rosier Rosier demands that sexual acts occur as a somatic component of any spell used to summon her; furthermore, fully half the participants must be unwilling (charmed or dominated creatures count as unwilling). These acts of debauchery must continue throughout the summoning, and all but the chief summoner must continue in this fashion throughout the audience with Rosier. Moans of ecstasy herald Rosier’s arrival, as a lotus blossom of huge proportions breaks free of the soil, with Rosier rising from the midst of it. Her every action as she speaks with the summoner is seductive and inviting. Rosier will almost always offer to perform a Black Ritual for the summoner; indeed, if the price is right (e.g. the summoner is willing to swear his soul to her), she participates with the summoner in a very personal manner. Upon making any agreements, or the summoning expiring, Rosier descends back into the lotus blossom, which then sinks back into the ground. The soil or rock from whence the lotus blossom rose thereafter bears a symbol representing Rosier unclad; any intelligent creature which looks on the symbol is targeted by a suggestion that they bed the nearest creature (Will save DC 14 negates). The symbol disappears after 4 days.
CAARCRINOLAAS, Duke of Intrigue Duke of Hell Medium Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A forward-facing, black, stylized dog’s head with blood dripping from the smiling maw on a blue, inverted triangle. Assassin 15/Rogue 10 Hit Dice: 20d8 + 15d6 + 10d6 + 270 (580 hp) Initiative: +18 Speed: 50 ft., fly 90 ft. (good) Armor Class: 56 (+8 armor, +5 deflection, +10 Dexterity, +20 natural, +3 profane), touch 28, flat-footed 56 Base Attack/Grapple: +33/+40 Attack: Claw of Despair +44 melee (1d10+7 + 2d6 (unholy) + 1 Constitution damage + despair (Fortitude save DC 28)/17-20/x3 Full Attack: 2 Claws of Despair +44 melee (1d10+7 + 2d6 (unholy) + 1 Constitution damage + despair (Fortitude save DC 28)/17-20/x3) and bite +38 melee
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(3d6+3 + 2d6 (unholy) + 1 Constitution damage) and 2 wings +38 melee (1d8+3) and tail slap +38 melee (1d10+3) Space/Reach: 5 ft./5 ft. Special Attacks: Call devils, Claws of Despair, crippling strike, death attack (Fortitude DC 38), Infernal Presence, Paranoid Conspiracy, sneak attack +13d6, spell-like abilities, spells Special Qualities: Damage reduction 20/good and silver, darkvision 60 ft., Duke of Hell qualities, evasion, Fair Weather Friend, hide in plain sight, immunity to fire and poison, improved uncanny dodge, poison use, regeneration 6, resistance to acid 20 and cold 20, see in darkness, spell resistance 42, telepathy 500 ft., Thinning the Blood, trapfinding, trap sense +3, uncanny dodge Saves: Fort +30, Ref +34, Will +35 Abilities: Str 25, Dex 31 Con 23, Int 32, Wis 28, Cha 32 Skills: Balance +23, Bluff +71, Climb +38 (+40 with rope), Concentration +29, Diplomacy +48 (+54 with evil beings), Disable Device +25, Disguise (acting) +61 (+67 when acting in character), Escape Artist +40 (+42 when escaping ropes), Forgery +43, Gather Information +41, Hide +60, Intimidate +67 (+73 against evil beings), Jump +30, Knowledge (arcana) +32, Knowledge (local) +26, Knowledge (the planes) +32, Knowledge (religion) +32, Listen +57, Move Silently +60, Open Locks +38, Perform (oratory) +26, Search +32, Sense Motive +22, Sleight of Hand +44, Spellcraft +34, Spot +30, Survival +9 (+11 while on another plane, +11 while tracking), Tumble +33, Use Magical Device +26, Use Rope +15 (+19 with bindings). Feats: Corrupt Spell-like Ability B, Deceitful, Fly-by Attack, Improved Critical (claw), Improved Death Attack, Improved Initiative, Iron Will, Persuasive, Power Attack, Quicken Spell-like Ability (deeper darkness), Stealthy, Weapon Finesse, Weapon Focus (claw) Epic Feats: Blinding Speed, Epic Evil Brand B, Epic Skill Focus (Bluff), Lingering Damage, Superior Initiative Environment: Stygia, Fifth of the Nine Hells of Perdition Organization: Solitary, or troupe (1 - 6 barregons) Challenge Rating: 30 Treasure: Triple standard plus +5 ring of protection, amulet of the planes, and +8 bracers of armor Alignment: Lawful Evil To many, acts of sedition and treachery appear to be antithetical to the nature of Law. After all, mutinies and revolutions result in a great deal of anarchy and chaos as people are driven by heightened emotions in a desire to tear down the establishment. On the surface, sedition is the hallmark of the Child of Chaos, treachery the tool of the demon lord. However, while these attitudes do have a degree of truth, they are not entirely true, for even the forces of Law have reason to tear down existing rules and traditions once it is determined that they have lost their usefulness or stand in the way of the rule of another. For the Courtiers of Perdition, any rule that does not promote the tyranny of Hell is worthy of nothing short of extinction. Caarcrinolaas is the foremost agent of Hell in its desire to overthrow all rules across the Cosmos that do not exist under the will of Hell.
Caarcrinolaas is the Duke of Conspiracy. On the one hand, he appears to be the pinnacle of trustworthiness and friendship, ever offering aid and advice to those in need of it, apparently with no ulterior intent beyond the happiness of his friends. He is always available, willing to hear all secrets and dreams. His honesty is never second-guessed, his dedication never questioned. Like the loyal hound, he is the best friend to all those either in power or seeking to acquire power. However, all of this is but an act and one of the greatest, for Caarcrinolaas is nothing more than a bloodthirsty, mangy jackal who wishes to see all organizations associated with goodness laid waste, allowing decadent tyrannies to take up control. He wishes to see powerful, structured merchant guilds destroy small shops and businessmen. He wants to see young people, seduced by the promise of a new, grand order, condemn their parents, friends, or any other opposed to the will of the new order, to imprisonment or execution. So great is his need to see pain and misery in the transference of power that Caarcrinolaas has been given the sobriquet, “Duke of Blood,” for once Caarcrinolaas’ revolutions reach their peak, plenty of blood will flow. The Duke of Conspiracy is a powerful agent of Hell in the Material Plane. He has cells of followers scattered across lands and kingdoms like termites, encouraging them to slowly tear down established rule even as other cells seek to cultivate new, potential rulers. Caarcrinolaas himself often serves in the guise of a lowly, but honorable left-tenant to a powerful member in the established order, from whom the Duke of Blood draws plenty of information that will be later used for blackmail or extortion. No act is too gross for Caarcrinolaas, no threat too obscene. In the end, those who were foolish enough to trust Caarcrinolaas die either at a chopping block of the new rulers or by Caarcrinolaas’ own hands, a just reward - so far as the Duke of Conspiracy is concerned - for those too weak and too stupid to see that their time was long since over. Due to his almost constant presence in the Mortal Coil, Caarcrinolaas regularly interacts with the Duke of Logic, Caim. Indeed, these two devils often coordinate their efforts to bring down entire lands. While Caim sows discord among the young intellectuals who will serve as the drafters of various tracts and letters calling for revolution, Caarcrinolaas will implore his mark to ignore the threat even as his cells organize the ignorant populace for insurrection. Caim and Caarcrinolaas are among the two closest Dukes of Hell, largely because the Duke of Logic does not trust the Duke of Intrigue and wishes to keep him close. Caarcrinolaas knows full well that Caim does not trust him, but believes that one day his ally will make the mistake of giving up too much information at which time Caarcrinolaas will betray him to Dispater and take his power. So far, however, the two Dukes get along famously. Caarcrinolaas finds plenty of common ground with Carniveau, as the latter’s desire to constrain social behavior is valuable for either an established order ripe for overthrowing or for the new order waiting in the wings who wish to set themselves apart from an the current government through strict, moral, self-righteousness. However, Caarcrinolaas does not get along well with Rosier at all since the Duchess of Witches seeks to establish the rule of women and cannot abide any assault on established matriarchies. Caarcrinolaas also finds Amdusius a foe since the Chancellor of Malbolge hopes for his version of Nature to sweep over
the world permanently. In Stygia, Caarcrinolaas is highly respected and greatly hated. Although he spends most of his time in the Material Plane, Caarcrinolaas is believed to be Leviathan’s favored Duke. Caarcrinolaas’ successes provide more souls for Stygia, further bolstering the Imprisoned One’s power, which may eventually free him from his icy cage. However, Leviathan has yet to know two important facts regarding Caarcrinolaas. First, the Duke of Conspiracy has a secret vault in his keep wherein millions of souls are stored for his own future bid to take control of Stygia. Second, Caarcrinolaas is in talks with the Poison of Perdition, Sammael. Like the arch-devil of Venom, Caarcrinolaas knows full well the power of words and of how these can be used to facilitate change. These two evil creatures suspect that a permanent alliance would promote each far more than working separately. To date, Caarcrinolaas has not abandoned his role in Hell, but Sammael’s overtures are becoming increasingly difficult to resist. Caarcrinolaas has many different disguises thanks to his polymorph powers, and often has at least three different personas on every planet. Sometimes, he is the charming, but witless squire while at other times, he is the startlingly wise maid-in-waiting. However, those who eventually see Caarcrinolaas discover that he is nothing more than a despicable beast. Caarcrinolaas takes the form of a lithe humanoid male with long doglike legs in tight-fitting leather pants and doublet dyed in sea-green. His body is covered in short, black hair like that of a dog and his long, slender hands end in razor-like talons. Great wings like those of a vulture emerge like a black cloud from his back, and a long, lashing tail often whips anxiously from behind. Caarcrinolaas’ head is like that of a Doberman with twin horns jutting from his forehead, although his mouth seems to be twisted in a permanent grin. When he opens his mouth to smile, Caarcrinolaas’ many shark-like teeth glitter with horrible whiteness. In this form, he speaks with a quiet, ironic voice that does nothing to conceal his contempt and hatred. Combat Caarcrinolaas will avoid combat if it will disturb his plans. However, Caarcrinolaas enjoys fighting and killing those foolish enough to get in his way and has been known to play dead for years before tracking down and killing former adversaries. In combat, Caarcrinolaas often initiates battle with a quickened deeper darkness before summoning barregons or cornugons. Then he uses his Conspirator power, setting it to progress by rounds, before darting into melee. Caarcrinolaas has no second thoughts about attempting to transfer significant amounts of damage to one of his summoned servants. If he suffers a lot of damage, Caarcrinolaas will teleport to another location and summon more devils before directing a meteor swarm and destructions against his foes. Once Caarcrinolaas withstands one fifth of his maximum hit points in damage, he will retreat, taking note of those that defeated him for future attempts for revenge. Call Devils (Sp): Once per day, Caarcrinolaas can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own rein-
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forcements if so ordered. Conversely, 3/day, Caarcrinolaas may summon 12 lemures; 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends (Caarcrinolaas may either call or summon in a day; he may not do both). Caarcrinolaas’ duties require that he spend a great deal of time incognito or behind the scenes, so he only calls on assistance when he is in grave danger. When he does call on devils, he typically calls barregons since they tend to have an outlook similar to his own. If facing particularly troublesome adversaries, the Duke of Blood will call cornugons or gelugons. Only extreme situations prompt him to call pit fiends. Claws of Despair (Su): Caarcrinolaas’ razor-sharp claws constantly secrete a terrible, virulent poison that causes one point of Constitution damage every time he successfully strikes an opponent. Furthermore, his claws have a critical threat range of 18-20. Finally, any creature struck by Caarcrinolaas’ claws must succeed in a Will save DC 28 or suffer from the effects of despair, suffering a -2 penalty to Strength and Dexterity for the five rounds; subsequent successful attacks cause the duration of the despair to extend, but do not increase the penalty to Strength or Dexterity further. Fair Weather Friend (Su): Caarcrinolaas is notorious for his ability to make his allies suffer in his stead. To those unaware of his evil nature, the Duke of Intrigue comes across as an affable, charming man dedicated to helping others; a true friend, indeed. However, he is nothing but a fair weather friend who is all too eager to see so-called friends suffer from his betrayal. 5/day, Caarcrinolaas can transfer any damage or adverse effect he would suffer to an ally within 50 feet of his person. Caarcrinolaas does not need to have a readied action nor does he have to wait until his turn to take advantage of this power. This power works against the totality of one action; i.e., if a fighter attacks Caarcrinolaas with four successful full-round melee attacks, Caarcrinolaas would be able to transfer the damage from all four attacks to an ally as one use of this power. The source of the potential damage or adverse effect does not matter; it may be from an attack, fallen debris, spell, or supernatural ability. The adverse effect impacts the victim as it would Caarcrinolaas; thus the victim may benefit from damage reduction and/or spell resistance, gain a saving throw, or use evasion to reduce damage. In the event that an ally comes to know about Caarcrinolaas’ power (like all pit fiends and higher ranked devils), he gains a Will saving throw DC 31 to resist the effect. Infernal Presence (Su): Caarcrinolaas’ Infernal Presence has a Will save DC of 31. His caster level is 36th. Paranoid Conspiracy (Su): In much the same way he can turn families against each other, Caarcrinolaas can do the same to even the most dedicated of friendships. Usually, Caarcrinolaas prefers to promote a slow deterioration of trust and commitment as the bonds that tie people together are loosened and then completely unraveled. However, Caarcrinolaas can accelerate the process significantly when he finds himself outmatched by do-gooders seeking to interfere in his goals. 5/day, Caarcrinolaas may cause Paranoid Conspiracy as a standard action. When he insights paranoia, Caarcrinolaas forces all within 50 feet of his person to make a Will saving throw DC 31. The Duke of Intrigue causes feelings of paranoia to generate within those who failed the save as their emotional attachments and commit-
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ments are suddenly brought into question in their minds. Over time, a victim slowly begins to act on his impulses as his own emotions get the better of him and he finds himself opposed to the actions of his family and friends. Caarcrinolaas can assign the five stages of his Paranoia to occur over the course of one round, one hour, or one day a piece, although once he decides the progression, he cannot adjust it. • The first stage causes the victim to perceive all allies with distrust. The victim suffers a -2 penalty on all Charisma based skills for the remainder of the Paranoia effect. • The second stage causes the victim to second-guess himself and his relationships as he realizes that his socalled friends have always sought nothing less than his downfall and failure. The victim suffers under the effects of slow and cannot take 10 or 20 on any Skill check. Although he suffers no further ill-effects on his Charisma based skill checks with strangers, all allies and friendly acquaintances he encounters are met with hostility. • The third stage causes the victim to react angrily to any and all encounters with allies and friends. Although the victim will not necessarily attack allies, he responds to them as he would an antipathy spell cast by a 36th level caster, removing himself from their presence with all due speed. If pursued for more than five rounds, the victim attacks with the intent to disable - not kill - allies. • The fourth stage completely eradicates any friendships the victim may have had. In the event that he is cured of this affliction, the best that one can expect from him is Unfriendliness. The victim will avoid his former friends and, if forced to remain in their presence for more than five rounds, there is a 50% chance that the victim will attack with the intent of killing. • The fifth stage causes the victim to become violent and aggressive against former friends. If encountered by allies and forced to remain in their company for more than five rounds, the victim attacks, this time with the intent to kill. Very little will steer the victim from fulfilling this overwhelming desire short of disabling or killing him. If Caarcrinolaas allows for a slower deterioration of friendships by the day, the victim receives a Will save each day with a cumulative -1 penalty to the save. Once the victim is affected by Paranoid Conspiracy, he can be cured of it only by a 21st level, good-aligned cleric casting remove curse on him. Caarcrinolaas also has the ability to use this ability on those strongly associated with organizations or committed to a government. In short order, he can cause a ship’s crew to mutiny or incite a riot against a lord or king. Thus, Caarcrinolaas has the power to direct his Paranoid Conspiracy, whatever his preference. Those affected by this version of the power follow the same stages as above, although all of the anger is directed towards those representing the established power structure rather than (in most cases) known friends. Caarcrinolaas never uses this power with the intent of sowing Chaos; rather, this power is used for the intent of overthrowing a current institution and replacing it with a new institution. In most cases, the new institution waiting in the wings is backed by the Powers of Hell. Spell-Like Abilities: At will - animate dead, blas-
phemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire; 3/day - destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 36th; DC 21 + spell level. Thinning the Blood (Su): Caarcrinolaas seeks to prove the motto “Blood is thicker than water” a lie. Caarcrinolaas believes that there are times when family honor and commitment stifle progress and societal order and believes that those who are willing to cast aside family and rural life in pursuit of urban expansion and the power of a centralized government should be rewarded if they are willing to make the appropriate sacrifices. 5/week, Caarcrinolaas may Thin the Blood. When summoned by a mortal, Caarcrinolaas is able to see to it that a mortal dedicated to expansion of a tyrannical government, overbearing merchant guild, or some other organized institution receives the proper aid to fulfill their dreams. However, for every desired boon from Caarcrinolaas, the mortal must prove that he is willing to betray those who should mean the most to him: family and close friends. Depending on what the mortal is willing to sacrifice, Caarcrinolaas will grant a boon to the mortal that promotes the mortal’s position within the organized institution he represents. These benefits function as a limited wish or wish depending on the sacrifice the mortal is willing to make with a family member or close friend as detailed below: • Betrayal leads to a significant loss of money: one limited wish • Betrayal leads to loss of face and reputation: one limited wish • Betrayal leads to a severe physical assault: one limited wish • Betrayal leads to exile/imprisonment: one wish • Betrayal leads to death: one wish Any mortal that takes advantage of Caarcrinolaas’ Thinning the Blood moves one step closer to Lawful Evil for every act of betrayal save Death, which results in an immediate shift to Lawful Evil. In any case, a victim who has used Thinning the Blood five times signs his soul over to Caarcrinolaas, who in turn may do as he wishes to the client anything short of killing him in cold blood after the passing of five days, five months, or five years depending on the original agreement. In most cases, Caarcrinolaas will incinerate the client with a fireball or will attack him from behind after ensuring the client that his blood is quite warm. A victim who has effectively lost his soul to Caarcrinolaas is sent to Stygia to serve the Duke of Intrigue for all Eternity. Only a client who receives atonement from and successfully completes a quest issued by a goodaligned cleric of at least 21st level within 5 weeks (typically to help some other family reunite) can hope to escape his terrible fate. Assassin Spells known (6/6/6/5; base DC 21 + spell level. Caster level 30th): 1st - detect poison, ghost sound, stupor, true strike; 2nd - cat’s grace, fox’s cunning, pass
without trace, undetectable alignment; 3rd - deep slumber, false life, nondetection, sadism; 4th - clairaudience/ clairvoyance, freedom of movement, locate creature, stop heart. Possessions: Caarcrinolaas is never without a pair of +8 bracers of armor and a +5 ring of protection. Centuries ago he acquired an amulet of the planes from a former (and betrayed) ally that he still has to this day. Caarcrinolaas has access to an impressive vault of purloined treasure in his keep in Stygia when he needs weapons or magic items. Summoning Caarcrinolaas It is by means of blood that Caarcrinolaas is summoned. The summoner must either wound himself (dealing one third of his maximum hit points in damage), or kill a servant or loved one, using the blood to prepare the area for the ritual. Once the last invocation has been chanted, a red mist rises from the ground, from every place where the blood has been laid. A low growl fills the area as the mist coalesces into Caarcrinolaas. Typically, he appears in a polymorphed form as per his description above – his true form is usually only revealed to the vilest supplicants. Upon treating with the summoner, Caarcrinolaas transforms into a wave of blood that washes outwards. Those who have summoned him without the necessary protective magicks are splashed by the blood, and must then succeed on a Fort save DC 15 or contract faceless hate, as described in the disease section of the Book of Vile Darkness.
DAGON, Duke of the Deep Duke of Hell Huge Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: An indistinct face within a murky blue and black inverted triangle Fighter 10 Hit Dice: 40d8 + 10d10 + 550 (970 hp) Initiative: +12 (+11 Dex, +4 improved initiative) Speed: 50 ft., swim 100 ft., fly 70 ft. (average) Armor Class: 58 (-2 size, +11 Dex, +36 natural, +3 profane), touch 22, flat-footed 47 Base Attack/Grapple: +45/+72 Attack: Claw +66 melee (3d8+19+1 vile 19-20/x2) Full Attack: 2 claws +66 melee (3d8+19+1 vile 19-20/ x2) and bite +62 melee (6d6+9+1 vile plus poison plus disease 19-20/x2) and tail slap +62 melee (4d8+9+1 vile 19-20/x2 +1d6 and Fort DC 54 or die) Space/Reach: 15 ft./ 15 ft. Special Attacks: Call devils, infernal presence, improved grab, rake 3d8+28, spell-like abilities, swallow whole Special Qualities: Damage reduction 20/epic good and silver, darkvision 60 ft., Duke of Hell qualities, regeneration 11, immunity to fire and poison, resistance to acid 20 and cold 20, see in darkness, spell resistance 47, telepathy 500 ft. Saves: Fort +38, Ref +38, Will +37 Abilities: Str 49, Dex 32, Con 33, Int 26, Wis 30, Cha 29 Skills: Bluff +54, Concentration +54, Diplomacy +64, Disguise +52 (+58 when acting in character), Gather Information +52, Handle Animal +62, Hide +46, Intimidate +68, Knowledge (religion) +54, Listen +62,
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Move Silently +64, Sense Motive +55, Spellcraft +51, Spot +62, Survival +53, Swim +80 Feats: Dark Speech, Cleave, Corrupt Spell-like Ability B , Great Cleave, Greater Weapon Focus (claw), Improved Critical (bite), Improved Critical (claw), Improved Critical (tail), Improved Multiattack, Multiattack, Power Attack, Vile Natural Attack, Violate Spell-like Ability, Weapon Focus (claw), Weapon Specialization (claw) Epic Feats: Armor Skin (x3), Devastating Critical (tail), Epic Evil Brand B, Epic Weapon Focus (claw), Overwhelming Critical (tail), Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver) Environment: Stygia, Fifth of the Nine Hells of Perdition Organization: Solitary, Challenge Rating: 35 Treasure: Triple standard Alignment: Lawful Evil The darkness of the ocean depths is not merely the absence of light. It is a palpable thing; an entity that devours the unwary. Within, no warmth, no light, no life exists. Only the crushing pressure and the darkness, the always present darkness, offer their company. Those who truly believe they are alone in this murky void are terribly wrong however. Dagon lurks in the deep, its dark essence and soul. The foul Dagon serves Prince Leviathan in the deepest depths of Stygia, preparing for a coming war that will consume the entire cosmos. Presumably this conflict will be directed at the Realms Above or the Mortal Coil, but some scholars have speculated that it is in actuality one that will be the culmination of Stygia's schism from Hell. A great civil war that will encompass all Hell, the likes of which have not been seen since the Wars of Greed and Light. Of course, such speculation is the meaningless babble of minds maddened by forces they should have left well enough alone. One thing is certain, Dagon is amassing an army, both in the Mortal Coil and the Realities Beyond. Dagon is a complex devil. He represents the dark and unforgiving nature of the sea, its lack of mercy and the mysteries concealed in its depths. He patrons those pirates who promise not to harm their victims, and then throw them into the sea. He is the champion of those who would use the ocean to advance their tyranny or hide their secrets. He is the watery grave of traitors; he is the just reward of the deceitful. He both delights in and is the death of the double crosser. Dagon and the sahuagin god Sekolah have long been at odds with each other. Dagon appears to the sea devils as a demigod, and infringes upon Sekolah's worship and portfolio. The Duke is protected by his master Prince Leviathan in this encroachment, for the sahuagin god would surely destroy him for this constant insult. So far Dagon's cult among the sea devils is insufficient to gain the Duke godhood, but it grows with every year. Soon, the sahuagin deity may well find he has overstayed his welcome in Hell, as a truly divine Dagon sweeps down upon his tattered lair and devours his essence. What that would mean for the Lordship of the Fifth Hell, only time will tell. However, as loyalty reaps little fruit in Stygia, an all out war between Dagon and his master would be the most likely outcome.
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Dagon currently is breeding himself an army of his own offspring. His cultists, known as the Brood, supply him with women, and he fathers as many marquis half fiends upon them as their womb will allow. After they are no further use to him, they are usually turned over to his court for amusements. Occasionally these women are allowed back to the Mortal Coil, their minds horribly shattered by the horrors they have endured. Few believe the wild tales that these poor souls tell. Those who do believe them find that it is best leaving the truth covered in mystery and disbelief. Dagon is partially humanoid in appearance. He is covered in mottled blue-green scales from head to toe, like those of a shark. Webbing lines his hands and feet, both of which end in wicked claws. His head sits atop a powerfully muscled neck. Mostly human in appearance, long curly hair springs from his face and head, giving him a tangled beard. Powerful jaws, lined with multiple rows of shark like teeth form his most distinctive feature. His gaping maw seems to go on forever, easily large enough to swallow even an ogre in a single gulp. When Dagon deigns to clothe himself, he dresses in simple loincloths made from humanoid hide and sharkskin. Combat Call Devils (Sp): Once per day, Dagon can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Dagon may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Dagon may either call or summon in a day; he may not do both. Feast of All Souls (Su): 3/day as a standard action, Dagon may open his maw and rip the souls of his foes from their still living bodies. All living creatures within a 60 foot cone receive 4d6 negative levels. (Fortitude DC 41 for half) Any creatures who fail their saves by more than 10 are instantly slain, their souls devoured by Dagon. Only the direct intervention of a lesser or higher ranked god with the Gift of Life SDA can restore a creature killed by this power. Dagon gains 10 temporary hit points per HD of the slain creatures. He also gains a +1 profane bonus to attacks for every 10HD of creatures slain in this manner. Both the temporary hp and profane bonuses last for one hour. Improved Grab (Ex): Dagon must hit with two claw attacks to use this ability. If he establishes and maintains a hold, he deals automatic claw damage every round. If he is in the water or air while he maintains the hold, he can also rake. Infernal Presence (Su): Dagon’s Infernal Presence has a Will save DC of 39. His caster level is 49th. Regeneration (Ex): Dagon takes normal damage from good-aligned silvered weapons of at least +5 enhancement, and from spells with the good descriptor. Sovereign of the Sea (Ex): When in contact with water, Dagon gains a competence bonus of +5 to his AC, attacks, saves, and special attack DCs. He possesses a blindsight to a range of 200 feet while immersed as well. 3/day Dagon can increase the pressure of the ocean around him. All within 60 feet of Dagon take 15d6 points of bludgeoning damage and are paralyzed for 1d4 rounds. Movement speeds are halved for 9 rounds. A successful Fortitude save DC 46 halves the damage and
negates the paralysis effect. Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction, meteor swarm; 1/day - symbol of pain; 1/week - wish. Caster level 49th; DC 19 + spell level. Swallow Whole (Ex): If Dagon strikes with his bite attack, he can immediately make a grapple check against a large or smaller creature without invoking an attack of opportunity. If he wins, the creature is considered grappled within his mouth. On the following round, Dagon may make another grapple check; if he succeeds, the creature is considered swallowed. The swallowed creature takes 3d8+11 points of bludgeoning damage and 10 points of profane acidic damage per round from Dagon's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the stomach liner (Armor Class 31, Dagon's damage reduction applies). Once the creature exits, Dagon's regeneration closes the hole, another swallowed creature must cut its own way out. Dagon's stomach may hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Creatures slain within Dagon's belly have their very souls devoured, and are beyond any hope of resurrection save that of a wish or miracle (which must still penetrate Dagon's spell resistance to succeed). Tides of Treachery (Su): Dagon can grant great prowess to those who are willing to pay the price. Those that summon him (henceforth referred to as the "Brood") can submit to an unspeakable ritual by which they are infused with the powers of Hell. In game terms, the Brood gains the half-fiend template with no overt changes to their physical appearance. The Brood also gains a swim speed equal to double his land speed and the ability to breathe underwater as a permanent water breathing spell. Since their physical makeup is not altered greatly, the Brood does not gain wings or the ability to fly from this ritual. All of the changes from this ritual are instantaneous and extraordinary, so they are not subject to dispelling. However, every month, the Brood must sacrifice an unwilling sentient female maiden who has just reached the age of puberty for her species. The ritual for the sacrifice sends the girl into Dagon's fortress Gathron in the seas of Stygia where she is used to bear the Duke's children. Failure to produce the sacrifice in time inflicts 1 negative level on the Brood. In addition, the Brood can use none of his special attacks or spell like abilities from the template during this time. Every week the sacrifice is delayed inflicts another negative level. These levels can never be removed through restoration or other such spells, the only way to rid them is to make the sacrifice with one additional victim per negative level received, or to atone, as described below. Should a Brood receive a number of negative levels equal to his total HD, he immediately dies and his soul becomes Dagon's for eternity. Atonement for the vile servitude of Dagon is a long road of hardship. First, a 21st level cleric must cast a miracle that rids the Brood of the half fiend template.
There is a 15% chance that this loss kills the Brood, sending him immediately to Hell. Those who do not die must then perform a quest to free at least one of the girls who were sacrificed by the Brood. The Brood is not required to perform this rescue by himself, but he must be present for and take part in the dangers. The Brood still receives negative levels every week he does not make sacrifices. Upon a successful rescue, the Brood can receive an atonement spell by a 21st level cleric, which removes the negative levels. Summoning Dagon Dagon will accept a live female of breeding age as a sacrifice. Using a female sahuagin provides a +2 bonus to the check. Using a willing female provides a +2 bonus to the check. These bonuses stack. The woman is to be presented for sacrifice on her hands and knees, naked and bound. Once successfully summoned, black water begins to ebb from the circle, flowing inwards and forming a fifteen foot tall pillar. The faint outline of Dagon can be seen within, just the barest hint. Without warning, water blasts forth from the circle, striking all the summoners and the sacrifice. It is essential that the summoners keep their gaze upon Dagon at this moment, even in the rush of water. A Fortitude save DC 21 is required to resist blinking or turning away. If this is failed, the summoners are at the mercy of Dagon for 1 round before he leaves. Dagon typically attempts to swallow a summoner before he is forced back to Hell. If this save succeeds, the summoners see Dagon appear ever more clearly in the water until he emerges just barely, his face being the only portion of his body that is not immersed in the water. If the summoning is successful and the summoners do not look away from the Duke during the initial rush, Dagon accords them with a very slight respect. He offers them the Tides of Treachery, and will agree to nearly anything should they accept this. If they do not accept Tides, he is still willing to deal with them, provided the task is overtly violent or involves either the ocean or the chance at female captives. Dagon is rough in his speech, but focused. If it seems he is being toyed with, he will attempt to shatter the barrier and inflict great harm on his summoners. If it seems he is being offered a fair deal, he is quick to make it and be done. Should the summoners bother to look around during proceedings, they find the sacrifice is already gone, taken by the Duke. A spot check DC 30 reveals her struggling in the water, most likely drowning, obviously in pain. Undue attention to her causes Dagon's ire however, and should not be the concern of those who wish to remain in the Duke's good graces. After the bargaining is complete, Dagon's face withdraws back into the water. Seizing his captive, the water grows opaque once more, concealing them from sight. The pillar of water then splashes to the ground, leaving behind 2d10 gallons of double strength unholy water.
AMDUSIUS Major Domo of Malbolge Duke of Hell Large Outsider (Evil, Extraplanar, Lawful) Symbol: An inverted, green triangle formed entirely of
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alicorns wreathed with vines. Blackguard 10/Ranger 20 Hit Dice: 38d8 + 10d10 + 480 (884 hp) Initiative: +10 (+10 Dexterity) Speed: 70 ft, fly 130 ft (good) Armor Class: 51 (+15 armor, +10 dexterity, +10 natural, +7 profane, -1 size), touch 26, flat-footed 41 Base Attack/Grapple: +34/+52 Attack: Dread Alicorn +52 melee (3d6+26+2d6 (unholy) +1 (vile) and Angry Ache) Full Attack: Dread Alicorn +52 melee (3d6+26+2d6 (unholy) +1 (vile) and Angry Ache), 2 claws +45/+40 melee (1d8+7 and poison), 2 hooves +45/+40 melee (1d6+7) and 2 wings +45/+40 melee (2d4+7) Space/ Reach: 10 ft. /10 ft. Special Attacks: Call devils, Call of the Wild, combat style, favored enemy (Aberrations +4, Dragons +4, Evil Outsiders +2, Fey +6, Magical Beasts +2), Infernal Presence, rebuke undead (+4 rebuking bonus), Reform the Savage Soul, smite good (Blackguard: 3/ day, +10 damage; Marquis: 1/day, +48 damage), sneak attack +3d6, spells, spell-like abilities Special Qualities: Animal companion, aura of despair, camouflage, Damage reduction 20/good and silver, dark blessing, darkvision 120’, detect good, Duke of Hell qualities, evasion, fast healing 10, fiendish servant, hide in plain sight, immunity to charm, compulsion, fire and poison, low light vision, magic circle against good, regeneration 10, resistance to acid 20 and cold 20, scent, spell resistance 47, swift tracker, telepathy 500 ft., wild empathy (As 42nd level druid), woodland stride Saves: Fort +48, Ref +48, Will +47 Abilities: Str 39, Dex 30, Con 31, Int 20, Wis 34, Cha 30 Skills: Bluff +19, Climb +34, Concentration +50, Diplomacy +14, Gather Information +15, Handle Animal +57, Hide +61, Intimidate +66, Jump +50, Knowledge (Nature) +36, Knowledge (Religion) +30, Move Silently +65, Listen +61, Ride +16, Search +40, Sense Motive +22, Spellcraft +26, Spot +60, Survival +63 (+67 when tracking or above ground), Swim +34 Feats : Cleave, Combat Reflexes, Corrupt Spell, Corrupt Spell Like Ability, Endurance, Extend Spell, Favored Power Attack, Improved Favored Enemy (Fey), Improved Natural Attack: Horn, Improved Rapid Strike B, Improved Sunder, Leadership, Multiattack B, Power Attack, Rapid Strike B, Track, Vile Natural Attack, Violate Spell Epic Feats: Bane of Enemies, Death of Enemies (DC 32), Epic Evil Brand, Great Smiting, Improved Metamagic, Widen Aura of Despair Environment: Malbolge, Sixth of the Nine Hells of Perdition Organization: Solitary (Unique), with urban gang (6d6 various level human children and 2 polymorphed cornugon guards), with pack (6d6 fiendish or corrupted animals and 2 polymorphed cornugon guards) or with honor guard (6 cornugons and 12 hamatulas) Challenge Rating: 35 Treasure: Triple standard Alignment: Lawful Evil Duke Amdusius serves as Lady Lilith’s major domo and caretaker of her many fortresses on Malbolge. He is the perfect servant to the vicious Lady, the spawn of her
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lusts and the heir to her dominion over all Nature. The Duke was born long ago, during Lilith’s original stint as Lady of the Sixth. During one of the Lady’s ventures to the Mortal Coil, she sought to seduce the original Lord of the Forest, a unicorn of immeasurable power. His fall began the Lady’s mastery of Nature’s Mystery, allowing Hell a claim to the foolish Lord’s territory. His last act was to curse her womb with fertility, that none of her children would be able to be terminated before their birth. Amdusius received no love from his mother; his was an existence of torture and abuse. He finally escaped the prison that Lilith’s fortress had become, only to find that outside was no better. He was forced to survive on his own, a cruel existence for a fragile creature. He quickly learned the lessons of Hell, that mercy was weakness, hatred was power, and that the strong ruled the weak. He then turned his attentions to the material plane to forge himself his own kingdom. His arrival upon the Mortal Coil alerted the leaders of the druidic circle, the masters of Nature’s power. Amdusius was thought to be the King of the Forest reincarnated and given worship. As he learned from them, he realized foolish errors in their ways, and determined that as rightful ruler of all Nature he was obligated to reforge them in his image. A new order was needed in Nature, Amdusius’ order. He cut down the members of the archdruid circle, keeping their children alive. Amdusius shared with these children the secrets of subjugating Nature. He corrupted the sacred places of the world, reforming them into a proper monument to his glory. It was not long before the animals and plant creatures of the Mortal Coil were Amdusius' loyal subjects, bowing to his might. Amdusius then turned his attentions to the hated cities that encroached upon his territory. Assuming the guise of a human, he entered with the intention of scouting. Upon coming across a child who was being beaten by her father, something changed in Amdusius. He identified with the poor abused soul, so much like his own younger self. He loathed the man above the sniveling child, so much like his own hated mother. His dark anger flooded into the child, infusing her with power. The child looked as surprised as the man when she crushed the fist descending to strike her. A wicked gleam stole into her eye, and she tore out the man’s windpipe with a vicious chop to his throat. This sparked a new focus of Amdusius’ grand dream. He lured children into his fold, children who had reason to hate as he hated. They would be the catalysts of his new order alongside his warriors of nature. Once united, he would bring the entire world to its knees…and then into Hell. Nature itself rose up against Amdusius before he could bring about his grand plan. The fey, elves, and other sylvan creatures united and fought against him. Amdusius found himself banished back to Hell, trapped by potent eldritch weaving of fey origin. Not to be discouraged, Amdusius made his way back to his mother’s abode and supplicated himself before her. The prodigal son returned. He had not set aside his hatred of her, but he buried it deep. He needed her power to return and conquer his kingdom, and so he became her servant. His ruthless power quickly elevated him through the ranks and soon he was Lilith’s right-hand man. He was on the verge of obtaining the power he needed when The Great Fall heralded the arrival of the new Lord of the Sixth,
Moloch. Rather than perish fighting against Moloch’s inevitable victory, Amdusius faded into the background. When his mother was forced to bend her knee before the former astral deva, Amdusius was nowhere to be found. For millennia he roamed Malbolge, seeking a way to turn this humiliating retreat into victory. He supported his mother throughout her submission and sabotaged as many of Moloch’s murderous plans for children as he could. He hunted those who would serve the Childslayer and was heartened when the Dies Irae ended Moloch’s usurpation of his rightful throne. Amdusius has now resumed his duties as Lilith’s chief lieutenant and spends his time repairing the twicerifted Court. He has exploited some loopholes in the banishment spell and made several forays to the Mortal Coil Material to continue his building of an army, of both beasts and children. His twin portfolios have afforded him a surprisingly diverse amount of power and he remains unchallenged among his fellow Dukes of Malbolge. Amdusius is allied with Duke Abigor of Avernus who respects both his sense of twisted honor and his combat skill. He is uncomfortable with those of the Court of Phlegethos as their focus on pain and suffering oppose his defense of children. Amdusius completely despises the Dukes of Minauros, whose focus on wealth and profit is in direct conflict with his ideal image of a natural order where all are given what they take for themselves. The Dukes of Cania are somewhat beyond him, as their rhetoric and philosophy have no place in his New Order, but he has no open hostilities with them. In fact, he respects Murmur’s teachings for he views their focus on grasping the power within one’s self as an integral facet of his own doctrine of power. Amdusius resembles a powerful humanoid unicorn, standing 9 feet tall. Gargoyle-like wings resembling those of a pit fiend sprout from his back. His arms end in savage claws rather than hooves, and his eyes glow red. His horn is pure ebony, and its very touch brings with it pain. His coat is black, although there is a large patch of red on his chest that resembles a burning bush. He is often accompanied by his two companions, Hroth and Kanar. Kanar is a fiendish boarhound, standing 5 foot tall at the shoulder with yellow glowing eyes. Hroth is a bonded legendary wolf, a vicious creature with bristling gray and white fur, powerful muscles and fangs that can tear through the hide of a dragon. Both of them are devoted to Amdusius and would willingly give their lives to defend him. Combat Amdusius fights using an unarmed combat style he developed. He is a blur in combat, striking out with his horn, feet, claws and wings simultaneously. When surrounded, he usually spreads out his attacks, punishing all who would dare defy him. He begins combat with melee, although he is quick to retreat and bring nature’s fury down upon those who begin to damage him. He has no qualms about summoning a large number of creatures into the fray if he feels things are going poorly. His druidic magic can often keep his allies in the fight longer than they would last standing with other Dukes, due to his access to cure and “buff” spells. His hounds remain near him, any who would approach must first get through them. Amdusius does not hesitate to call upon the Infernal
March if he has access to it, and will likely avoid battle in areas devoid of animal or plant life. Should he be forced to retreat, he summons devils to cover his escape, usually barbazu or cornugons. Acidic Blood (Ex): When wounded by a piercing or slashing attack, Amdusius’ blood sprays outward in a 10’ cone, dealing 1d8 points of acid damage to all in range; there is no saving throw against this effect. Creatures that do not spend a move equivalent action to get the blood off them suffer another 1d8 points of acid damage the following round. Call Devils (Sp): Once per day, Amdusius can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Amdusius may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Amdusius may either call or summon in a day; he may not do both. He will usually summon bezekira in combat situations, although if needed to cover his retreat he calls cornugons. The savage and powerful nature of these devils appeals to the Duke. Call of the Wild (Ex): Nature’s essence flows through Amdusius’ veins on both sides, suffusing him with its power. Even as he rejects its nurturing side, he embraces all that is noble, predatory and majestic. This might of nature is expressed in a number of different ways. Amdusius has a number of spell-like abilities that are normally only available to druids. His command of their magic is usurpation, a coup allowed by his heritage. His Lawful Evil stance attempts to reform nature into his own image and ideal, while retaining that primal strength and instinct. Amdusius can rebuke and command animals and plants as a cleric rebukes undead. His effective cleric level is 38 for this purpose. He can speak with animals and plants at will; naturally, he does not need to take an action to activate this ability, nor does it vanish in an anti-magic field. Amdusius can animate trees within 300’ at will. These animations fight as 16HD fiendish treants. Amdusius can animate up to 10 trees at one time in this manner. Except where changed above, this ability is otherwise identical to the animate trees power possessed by a treant. Combat Style (Ex): As a ranger, Amdusius trained in a combat style; however, due to his unique heritage and disdain for mortal weaponry, he developed one all his own. Amdusius gained Improved Rapid Strike, Multiattack, and Rapid Strike in place of the usual ranger bonus feats; furthermore, the benefits of these feats apply to all three pairs of Amdusius’ natural weapons. Dread Alicorn (Su): His heritage granted Amdusius an alicorn atop his head, commonly considered a tool of healing. This ebon spike has been altered by Amdusius into a vicious weapon of tyranny. It functions as a +5 unholy piercing or slashing weapon, and also casts angry ache. (Fort DC 29 negates, 32nd caster level) upon striking. 1/day, Amdusius can use his horn to cast pestilence (Fort DC 29 negates, 36th caster level). Infernal Presence (Su): Amdusias’ Infernal Presence has a Will save DC of 44. His caster level is 32nd . Poison (Ex): Any creature struck by Amdusius’ claws is infected with a vile paralyzing poison. It deals 1d6 Str
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and Dex initial damage, and 2d6 Str and Dex secondary damage unless they succeed a DC 44 Fort save. Reforge the Savage Soul (Su): Amdusius represents the ruthless and merciless side of nature, the aspect of the wilderness that uses the tools of civilization to wreak revenge against those no longer welcome within the new paradigm of the Natural Order. 3/day, he can unleash the glory of Hell upon the wilds, causing evil and law to pour forth. This has a variety of uses. Unhallowed Ground: Using this form of the power, Amdusius unhallows a section of nature with a 6 mile radius. (Using all three uses of the power for the day will increase the radius to 18 miles) All wildlife birthed in the area are corrupted, as per the Book of Vile Darkness template. Should two corrupted creatures born from this area mate, the resulting offspring acquires the fiendish or axiomatic template in addition to the corrupted. (75% chance for fiendish.) Should two of these offspring mate, the resulting scion gains the half fiendish template in addition to the first two. All wildlife that die in the area rise up as zombies on the next moonless night. The effects of the corrupted area last for 6 years. The evil offspring and undead birthed in this area are not under Amdusius’ command, although they cannot attack him. Often this is moot, because their purposes coincide with his own. Should this not suffice, he can attempt to control them as he would other animals or undead, although they are counted as having ½ their normal HD. These corrupted creatures do not look the same as a normal corrupted creature, asymmetrical and misshapen. Instead, through the power of Law which Amdusius represents, these creatures look sleekly muscled and proportioned. They gain the magical beast (augmented animal) type, rather than aberration. There are no flaws without or within; in form, they seem to resemble a paragon of their species. They often hunt in concert, as per their lawful nature, and work well together, each seeming to know instinctively what the other members are doing. This does not prevent them from preying on each other as well; indeed, other than the Lawful Evil that permeates the area, the Laws of Survival and Nature are followed to perfection. One must succeed in a caster level check against Amdusius to cast hallow upon any section of the area. Amdusius is immediately alerted if an area he has corrupted is being compromised. Should the caster check succeed against the Duke, the area within the range of the hallow spell reverts to normal. Diabolical March: Using this form of his power, Amdusius causes all animals within a 6 mile radius to become awakened. They automatically gain a Lawful Evil alignment and become empathically linked. This effect lasts 6 hours, after which the animals revert to their normal state. (Usually after humanoid settlements in the area are obliterated.) Animals can resist this with a Will save DC 44. Bonded animals such as a familiar, a paladin’s mount, or animal companion are not affected. For every 100 animals in the march, each individual gains a +1 competence bonus to attack. None of the animals in the march can be flanked unless all animals in the march are flanked. If he chooses, Amdusius can use this power to summon the beasts to him. They make their way toward his location with all haste. Once there, they act as the Duke directs, usually destroying something or someone that has incurred his displeasure. The DM determines what type of animals respond to his call and how long it takes
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to answer it, but it should take no more than 3 rounds for the first 1d6 creatures to begin showing up, often marching in unison, purposefully striding toward the doomed opponents of Amdusius. Infernal Caretaker: By expending one year’s usage of this power, Amdusius can create a vile servitor from an animal. This functions as an awaken animal spell, and also adds the legendary and corrupted templates to the creature. This creature is completely loyal to Amdusius and serves to “watch over” a section of land that the Duke needs cared for. Only one such creature can exist on any one material plane world, and only one per plane elsewhere (excepting Hell, where he can have up to 6 within Malbolge, and none elsewhere). Spell-like Abilities: At will - blasphemy, change self, charm monster, damning darkness, desecrate, detect good, detect magic, entangle fireball, firestorm, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), mass bear's endurance, mirage arcana, persistent image, polymorph, sleet storm, soften earth and stone, spike stone, suggestion, transmit mud to rock, unhallow, unholy aura, wall of fire; 3/day bestow greater curse, death by thorns, destruction, earthquake, evil weather, pox, unholy blight, wrack, wretched blight; 1/day - eternity of torture, meteor swarm, shambler, symbol of pain; 1/week - wish. Caster level 32nd; DC 20 + spell level. Spells prepared (Blackguard): (5/5/5/4. Caster level 23rd, DC 22 + spell level) 1- Boneblast*, cause fear, cure light wounds x2, summon monster I; 2- bull strength, cure moderate wounds x2, eagle’s splendor, summon monster II; 3- contagion, cure serious wounds, protection from energy, red fester*, rotting curse*; 4cure critical wounds, hell’s power*, summon monster IV (x2) Spells prepared (Ranger): (6/6/6/6 Caster level 23rd, DC 22+spell level) 1- alarm, longstrider, magic fang, resist energy x3; 2- barkskin, bear’s endurance x2, cat’s grace x2, wind wall; 3- greater magic fang, cure moderate wounds x4, water walk; 4- animal growth x2, cure serious wounds x2, freedom of movement, tree stride. Soothe the Suffering Child (Su): As patron of broken homes and the abused, Amdusius bestows dark gifts upon children. Those who are willing to focus their hatred and pain find it amplified in strange and terrible ways. 6/week, Amdusius may bestow upon willing children a variety of effects. In game terms, a child must have less than 6 levels in rogue or sorcerer, or only 1 in any other class. They must have less than 8 levels in the commoner class. They may never be multi-classed. Should a child mature into an adult, it retains its gift, and may stack it with similar effects from its new class; however, the gift is fixed at the level it existed before the child became an adult. For instance, Jack, a young boy with the Gift of Pain and a Charisma of 15 has a sneak attack of +2d6. If he gained a permanent increase of +5 in Charisma as a child from a wish, he would have a sneak attack of +5d6. However, if he started gaining levels in a PC class, and increased his Charisma, his sneak attack from the Gift of Pain would forever remain at +5d6, although it could be improved by taking levels in a class that has a sneak attack ability of its own. Amdusius’ children have several gifts from which to choose. The price of each is the child's soul, and he or she has the gift for 1 week. During that time, the child
must kill its parents (If the parents aren‘t living, the child must kill two other adults, chosen by Amdusius) and sacrifice them to Amdusius. Should the attempted murders fail, the gift vanishes, and the child must make a Fort save DC 44 or contract devil chills. Should the child succeed, the gift becomes permanent, the child's alignment shifts one step toward Lawful Evil, and he or she forever after takes a -6 penalty on any saves against Amdusius’ attacks. Should a child decide to recover her soul, she must first seek atonement with a cleric of at least 21st level. She must succeed on a quest given by that cleric, one part of which must be to obtain the resurrection of her parents, whose souls will be imprisoned in Malbolge. Upon seeking atonement, the gift vanishes immediately, and the child must make the fort save DC 44 or contract devil chills. The DC is increased by 1 for every 10 years she has had the gift. Gift of Death: The child gains the ability to use a death attack as the assassin ability of the same name. The child uses its intelligence modifier in the place of assassin levels to determine the DC. Gift of Enmity: The child gains its own race as a favored enemy, as the ranger ability of the same name. The child uses its wisdom modifier to determine the bonus of the ability. Gift of Pain: The child gains a sneak attack, as the rogue ability of the same name. The child uses its Charisma modifier to determine the amount of d6s in its sneak attack. Gift of Self Reliance: The child gains incredible unarmed fighting ability. The child increases its unarmed damage a number of steps equal to its wisdom modifier, and gains the offensive special abilities of a monk of a level equal to its wisdom modifier. (For instance, a child with a wisdom of 15 would gain unarmed lethal damage of 1d10, flurry of blows, and two monk bonus feats, but not evasion or a monk’s AC bonus, and it couldn‘t choose deflect arrows as its bonus feat.) Gift of Skill: The child gains a number of fighter bonus feats equal to its Int Mod. The child is treated as having a fighter level equal to its intelligence modifier to determine what feats it qualifies for. Gift of Nature‘s Child: The child gains a lycanthrope template, however, the child gains all template bonuses except natural attacks while in human form. Possessions: Hellward is Amdusius’ special breastplate carved from the scales of a bronze dragon. This has been specially enchanted and crafted to avoid hindering him. It allows a +10 maximum Dexterity bonus, and grants an armor bonus of +15 to AC. The armor grants resistance to fire 10, although Amdusius has no need of this property. It also has the glamered special property, so Amdusius can change the armor’s appearance at will. In the wild, it normally resembles the hide of a dire bear; in urban situations, he keeps it looking like a simple shirt or robe. Only in Hell does he reveal its true form. Summoning Amdusius Amdusius will accept a live child as a sacrifice (any humanoid child equivalent to 12 human years or younger). Note that he does not expect this child harmed or killed; indeed, performing the rite in such a manner will ensure the summoner's doom. Amdusius wishes the child's life, not its death. The listed sacrifices (see table 7-2) may add penalties
or bonuses to the caster's skill checks for any summoning attempt. These bonuses stack. When Amdusius is successfully summoned, a giant alicorn erupts from the ground, rising nine feet in the air. Thorns and vines sprout wind from the ground, weaving around the alicorn. Once completely cocooned, the alicorn shatters, revealing Amdusius in all his glory. Once summoned, Amdusius initially ignores the caster, questioning his sacrifice as to its treatment, its knowledge of the situation, and whatnot. If he finds that Table 7-2: Bonuses to Summoning Amdusias by Sacrifice
Sacrifice Is...
Bonus Granted
Not of caster’s race
-5
Of caster’s race
0
Of caster’s lineage
+5
Unwilling
-5
Unknowing
0
Willing
+5
the child has been mistreated, Amdusius immediately attempts to break through the barrier. If successful, he will kill or maim the summoner(s) and leave with the child. If Amdusius receives satisfactory answers, he then turns his attention to the summoner(s). Amdusius is typically impatient during bartering and contract sessions as he is not as canny a bargainer as other devils. He will generally agree to any task within his power so long as the task does not offend his diabolical principles. A summoner that takes the entire nine minutes to chat is likely to face Amdusius’ attempts to break through the barriers after 6 minutes and every minute thereafter as he grows annoyed with the discourse. Amdusius does this by slamming his fist or hoof against the barrier and demanding that the caster get to the point. If he does manage to break through due to impatience, he physically abuses the summoner(s) to teach him the folly of trying his patience (in other words, Amdusius beats the summoner to between 1 and -9 hp). After his annoyance is sated, Amdusius leaves with the child, often (90%) still providing whatever service the summoner(s) requested. Amdusius departs in a manner reversed to his entry. A giant alicorn covered in vines cocoons Amdusius and the child, the vines recede, and the alicorn sinks into the ground.
AGUARES, Duke of Earth Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A bloodied, barbed yoke set over a sicklygreen, inverted triangle Rogue 20 Hit Dice: 28d8 + 20d6 + 380 (724 hp) Initiative: +9 Speed: 50 ft., fly 70 ft. (average) Armor Class: 44 (-1 size, +9 Dex, +23 natural, +3 profane), touch 21, flat-footed 44 Base Attack/Grapple: +38/+57 Attack: Earthreaver +58 melee (3d8+21/x3 plus 2d8
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sonic plus deafness (Fort save DC 14 negates)) Full Attack: Earthreaver +58/+53/+48/+43 melee (3d8+21/x3 plus 2d8 sonic plus deafness (Fort save DC 14 negates)) and claw +47 melee (2d8+7) and 2 wings +47 melee (2d6+7) and bite +47 melee (4d6+7 plus poison plus disease) and tail slap +47 melee (2d8+7); or 2 claws +52 melee (2d8+7) and 2 wings +47 melee (2d6+7) and bite +47 melee (4d6+7 plus poison plus disease) and tail slap +47 melee (2d8+7) Space/Reach: 10 ft./ 10 ft. Special Attacks: Call devils, constrict 2d8+30, improved grab, Infernal Presence, sneak attack +10d6, spell-like abilities, Yoke of Nature Special Qualities: Bones of the Earth, damage reduction 20/good and silver, darkvision 60 ft., Duke of Hell qualities, evasion, Gain of the Gentry, immunity to fire and poison, improved evasion, improved uncanny dodge, Natural Hunter, opportunist, regeneration 10, resistance to acid 20 and cold 20, slippery mind, spell resistance 47, telepathy 500 ft., trapfinding, trap sense +6, uncanny dodge Saves: Fort +36, Ref +35, Will +33 Abilities: Str 40, Dex 28, Con 30, Int 26, Wis 25, Cha 33 Skills: Appraise +38, Balance +44, Bluff +64, Climb +26, Concentration +42, Diplomacy +72 (+78 with evil creatures), Forgery +43, Hide +55, Intimidate +83 (+89 with evil creatures), Jump +38, Knowledge (arcana) +24, Knowledge (nature) +45, Knowledge (religion) +43, Listen +58, Move Silently +60, Profession (lawyer) +27, Ride +19, Search +59, Sense Motive +29, Sleight of Hand +50, Spot +58, Survival +68 (+62 in aboveground natural environments, +64 following tracks), Tumble +42 Feats: Awesome Blow, Corrupt Spell-like Ability B, Dark Speech, Improved Bull Rush, Mounted Archery, Mounted Combat, Negotiator, Persuasive, Skill Focus (Intimidate), Power Attack, Track, Vile Natural Attack Epic Feats: Blinding Speed, Epic Dodge, Epic Evil Brand B, Epic Skill Focus (Intimidate), Epic Skill Focus (Survival), Legendary Tracker, Self Concealment, Sneak Attack of Opportunity Environment: Malbolge, the Fifth Hell of Perdition Organization: Astride Cauchemar Nightmare, or with 4 Fiendish elder earth elementals Challenge Rating: 35 Treasure: Earthreaver plus triple standard Alignment: Lawful Evil Power is always found in the hands of those who control the land. Money may confer some authority, as does muscle; but in the end it is the soil of a place which grants the influence. Land is power, and no Duke in Hell has more lands to his name than the Patrician, Aguares. Aguares was one of the very first Baatezu, and the acquisition of land has been his focus from the very beginning. However, the Patrician is also a miser of the worst sort, and so his methods of obtaining his lands have always been...questionable. An extremely able administrator, Aguares has been known to orchestrate some calamity to aid him in bargaining for a spot of land, before moving in and taking control as only he can. Some of the greatest conquerors of the Mortal Coil have taken a leaf out of the Patrician’s book when they have exiled entire nations, relocating tribe after tribe as a
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method of control. If such control cannot be achieved, genocide is always a viable option. Sometimes also referred to as ‘the Duke of Instability’, some have mistaken Aguares’ desires as chaotic at times. This could not be further from the truth. While the Duke has no qualms at allowing chaos a free hand before he arrives on the scene, it nonetheless has no place in the big scheme of things. Aguares uses his powers to turn the land that he controls to his purposes: forests are reordered into orderly columns of trees, with not a branch or root out of place; rivers are set straight in their courses; animals are set to work or displaced. That such order over the land is at odds with the soul of the land itself is evident in the fact that any land controlled by the Patrician is prone to frequent earthquakes, violent protests of nature herself. Aguares has been wooed from an early age by Dispater, the Lord of the Second seeing great profit to be had by the Patrician’s services, due to the unethical practices he uses to gain his lands. Alongside Caim, who uses logic to ensnare and then enslave mortals, and Titivulus, the master of rumor and useless information, used to sedate or mollify those who toil as a result of Hell’s power, Aguares could do great things. Nothing would please Dispater more than a myriad of serf-states under his control. Aguares, though, has never appeared to be tempted by such offers, and indeed his work ethic would be out of place in Dis; moreover, he considers the Dukes of the Second to be imprudent wastrels. It seems that the Patrician, once having obtained his lands, no longer sees the need to deceive and manipulate the populace thereon; instead, he uses the land itself as a method of control, using slavery, instilling fear (his “peasant-hunting” expeditions are legendary), and perpetuating dependency. Along these lines, Aguares has a sometime alliance with Melchom, who has been involved on the side of the ‘client’ during many of Aguares’ business transactions (though never to the client’s benefit). Aguares has a general hatred of Amdusias, whom he considers to be unfit to be Major Domo of Malbolge due to his slave heritage. Amdusias, of course, resents the fact that Aguares considers his father to have been nothing but a slave. The two of them never work together, unless forced by Lilith herself. Amdusias also despises Aguares for his treatment of children within serf-states. His relationship with Lilith herself is only slightly better that with that of her bastard son. She delights in the increases to Aguares property, because it is, in effect, an increase in her property. However, Aguares does his best to hide new acquisitions from her, unwilling to share, and this in turn has made her distrustful of him and his intents. However, Lilith continues to allow the Patrician a large amount of freedom in his activities, because even with his sometime dishonesty he is still a very profitable servant, and he thinks so closely to her own ideals. Aguares chafes over the restrictions placed on him entering the Mortal Coil, although they are no different to any other Duke of Hell. He is extremely active in tempting mortals to summon him to that plane, and he is sought out by rulers, or would-be-rulers, in feudal states in many worlds hoping to accumulate greater lands of their own. It is his desire to reorder entire worlds of the Mortal Coil, before transferring those lands directly to Malbolge and Hell. Although over 9 feet tall, Aguares appears as an old man, bent and stooped. His torso is covered in liver spots
and other signs of age, and his face is wrinkled and timeworn. He bears a pair of wicked, curved horns on the top of his balding, gray head, and retains the fearsome fangs of the typical pit fiend. Aguares’ wings bear no sign of old age, appearing full of vigor. His legs are like those of the hind legs of a goat, with cloven hoofs, and his tail is sinewy and strong. Aguares typically wears silk robes, looking much like a toga, and rarely travels by means of his own locomotion except at great need; instead, he is carried about in a palanquin borne by four fiendish elder earth elementals. Combat Aguares does not hesitate to enter combat should the opportunity present itself. If in the middle of a hunt, he may be astride one of his many Cauchemar Nightmare steeds; if overseeing his possessions, in his palanquin. In either case, he generally begins combat by casting blasphemy to kill off weak enemies, and gain some idea as to the power of those he faces. If his opponents look weak, he will typically utilize his “at will” spell-like abilities to finish them off. For more difficult opponents, Aguares will quickly call on his Yoke of Nature ability to give him an edge, and will either dismount from his steed or leave his palanquin in order to face his foes whilst touching the earth. Flying foes are targeted by greater dispel magic if the nature of their flying ability is supernatural. He will generally pepper the area with earthquakes, and use call lightning storm as appropriate. Those that manage to close with him he attempts to flank and sneak attack, using his Cauchemar or palanquin bearers to help him in the maneuver. Bones of the Earth (Su): Aguares draws on the strength of the land to empower himself. So long as he touches land of some sort, he gains a +3 bonus on saves and damage reduction 10/-. If on land that he controls, this bonus increases to +6, and his damage reduction increases to 15/-. These numbers have not been factored into his stats above. Call Devils (Sp): Once per day, Aguares can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Aguares may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Aguares may either call or summon in a day; he may not do both. Disease (Su): A creature struck by Aguares bite must succeed on a DC 34 Constitution save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based. Gain of the Gentry (Su): Those who hold land, or those who wish to hold land, often seek out Aguares in their efforts to increase their holdings. Aguares offers such individuals the Gain of the Gentry, benefiting a client by doing any of the following: • Murder the client’s extended family or friends so that she inherits their lands (there is no guarantee that the lands will pass to the client; changes to wills and so forth must be handled separately) • Change another individual’s will so that the client is
set up to inherit everything • Destroy the last will and testament of an individual of the client’s choice • Target another individual’s lands with a natural disaster (usually multiple earthquakes throughout the fief). This is also used to scare natural inhabitants from otherwise unoccupied land, so as to be able to take control of the resources found thereon In return, Aguares asks for legal possession of the land upon the client’s death, assuming that there are no heirs. If the client leaves an heir (or heirs), Aguares asks for one sixth of the land at each generational change (thus controlling all the land after the death of the heir six generations removed). The Patrician is a patient devil, and does not seek to kill the client or his heirs, but he will bring calamity after calamity upon the client and his heirs in the form of natural disasters, trying to scare them from the land so that he can take possession. A client who swears his soul and the entirety of his land to Aguares upon his death is able to avoid any plagues throughout his life, and Aguares will generally deal directly with his heirs (if any) to allow them the chance to swear their own souls and retain the land for another generation, continuing ad infinitum. Such a client appears to all to be the measure of success, noble in bearing in many cases, and enviable for his position; this makes the temptation of his peers so much the easier when the Patrician comes calling. Any Gain apart from that obtained by murder immediately shifts the client three places towards Lawful Evil. Any gain obtained by murder shifts the client’s alignment directly to Lawful Evil. Land obtained by Gain of the Gentry is treated as Aguares own land for the purposes of Bones of the Earth. Infernal Presence (Su): Aguares infernal presence has a Will save DC of 35. His caster level is 37th. Natural Hunter (Ex): Aguares has the tremorsense special quality, as described in the Monster Manual, to a range of 60 feet. Poison (Ex): Injury, Fortitude DC 34, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based. Spell-like Abilities: At will: animate dead, blasphemy, call lightning storm, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire. 3/day: earthquake, control weather, destruction. 1/day: meteor swarm, symbol of pain. 1/week: wish. Caster level 37th; save DC 21 + spell level. Yoke of Nature (Su): Animals and plants within 60 feet of Aguares can be commanded as a standard action each round. Plant life (but not plant creatures) entangles as per the spell, with a reflex save DC 35 to avoid. Familiars and animal companions are not affected. Animals and plants continue to carry out Aguares will for 6 minutes, unless they succeed on a Will save DC 35. Plant creatures are not immune to this ability, even though it is similar to a mind-influencing effect. Should Aguares wish it, he can make it so that his commands are permanently obeyed. This prevents fur-
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ther use of his Yoke of Nature ability for one hour. Animals and plants affected by the ability gain a new save every 24 hours to break free of the effect for six days, after which, if no saves were successful, the plant or animal in question is forever under Aguares yoke. Areas under the Yoke of Aguares are more prone to earthquakes than usual, as the land itself attempts to rebel against his influence. There is a 6% chance each week that an earthquake will strike any 600-acre swathe of Aguares' land. Land under the control of Aguares radiates a weak aura of evil and law. Non-evil (or non-subject) creatures do not heal naturally while within the borders of land Yoked by Aguares. This likewise applies to healing by means of fast healing or regeneration, but not to magical healing (e.g. cure spells). As a result of his control of nature, Aguares also adds earthquake, call lightning storm and control weather to his list of spell-like abilities. Possessions: Earthreaver is a large +6 thundering battleaxe that deals damage as if it were two sizes larger. The wielder of Earthreaver is immune to the affects of earthquakes, whether natural or magical in nature. This immunity is in the form of a 5-ft radius emanation that hedges the affects of earthquakes out. The wielder can also cast earthquake 3/day as a 20th level caster. Summoning Aguares Aguares can be summoned by sacrificing to him lands to the value of 6,666gp, or 666 acres, at the client’s discretion. This land must be able to be legally signed over to the Duke at the time of summoning. Aguares always appears, when summoned, astride a cauchemar nightmare mount. The ground shakes and trembles as the sound of the nightmare’s hoofs approach; a lightning bolt erupts from the sky (or ceiling of the room) to rend the air, and a portal opens in its place. Aguares gallops through the portal, pulling the beast up heavily just short of the edge of the summoning area. Should no protections be in place, he will not hesitate to ride down a servant or lesser caster to assert his dominance during the proceedings. When any bargains have been arranged, or the summoning’s duration draws to a close, Aguares rears his mount up so that its hoofs strike heavily on the ground. He does this six times, and a crack opens in the ground as he does so, yawning wider with each strike. On the sixth strike, flames gush from the opening to envelop both Duke and mount; when they subside, he is gone. Those who summon Aguares without the recommended protections are subjected to an earthquake effect (all applicable DCs at 16, caster level 18th) for the 6 rounds, followed by a single round of extreme heat (3d10 fire damage, Reflex save DC 16 half, caster level 18th).
RHALIK, The Bigot, Duke of Intolerance Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: An inverted triangle within an inverted triangle within an inverted triangle.
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Hexblade 12 Hit Dice: 33d8 + 12d10 + 405 (789 hp) Initiative: +12 Speed: 50 ft., fly 70 ft. (average) Armor Class: 43 (-1 size, +8 Dex, +23 natural, profane +3), touch 20, flat-footed 35 Base Attack/Grapple: +39/+58 Attack: Claw +58 melee (2d8+15) Full Attack: 2 claws +58 melee (2d8+15) and 2 wings +53 melee (2d6+7) and bite +53 melee (4d6+7 plus poison plus disease) and tail slap +53 melee (2d8+7) Space/Reach: 10 ft./ 10 ft. Special Attack: Aura of unluck 1/day, Bigoted, Call Baatezu, constrict 2d8+30, greater hexblade’s curse 3/ day, infernal presence, improved grab, spell-like abilities, spells Special Qualities: Arcane resistance, damage reduction 20/good and silver, darkvision 60 ft., Duke of Hell qualities, Devilish Supremacy, familiar, fast healing 3, immunity to fire and poison, mettle, regeneration 9, resistance to acid 20 and cold 20, see in darkness, spell resistance 42, telepathy 500 ft., Unshakeable Morale. Saves: Fort +33, Ref +32, Will +30 Abilities: Str 40, Dex 27, Con 28, Int 29, Wis 26, Cha 33 Skills: Balance +11, Bluff +57, Climb +49, Concentration +55, Diplomacy +52 (+58 with evil beings), Disguise +34 (+38 acting), Hide +24, Intimidate +71 (+77 against evil beings), Jump +59, Knowledge (arcana) +53, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +48, Move Silently +44, Perform (oratory) +31, Search +30, Sense Motive +33, Spellcraft +61, Spot +48, Survival +8 (+10 on other planes, +10 when tracking), Tumble +44 Feats: Arcane Strike, Cleave, Close Quarters Fighting, Combat Brute, Dark Speech, Dodge, Corrupt Spelllike Ability B, Great Cleave, Improved Sunder, Mobility, Multiattack, Power Attack, Spring Attack, Quicken Spell-like Ability (fireball), Weapon Focus (claw) Epic Feats: Epic Evil Brand B, Epic Skill Focus (Intimidate), Epic Prowess, Epic Weapon Focus (claw), Fast Healing Environment: Maladomini, Seventh of the Nine Hells of Perdition Organization: Solitary, or with squad (1d4+1 pit fiends) Challenge Rating: 36 Treasure: Triple standard Alignment: Lawful Evil If discrimination were to be epitomized within a single creature, then Rhalik would be that creature. His time is spent, when not within the Nine Hells, fomenting discord between the manifold races that inhabit the Cosmos, encouraging bigotry and intolerance of differences on a major scale. It is not his intention to create chaos by means of these divisions; rather, he seeks to increase the power and control of those who would mistreat others because of their differences. It is his wish that the iron heel of intolerant, cruel mastery pervade all of Creation. Rhalik’s intolerance extends even to Hell itself. A member of the court of the Lord of the Flies, Rhalik despises even his liege-lord. His reasoning in the matter is simple: Beelzebub is not a devil. The Duke of Intoler-
ance understands that devils are the master race of the Cosmos, destined to rule all. Furthermore, he has long felt that he is the epitome of devils - although in public, at least, he puts himself beneath the Lords of the Nine and Aesmadeva (whom he considers an equal). This attitude is mirrored in all that he does: he does not deal with those who are not worth his attention, and those he does deal with feel naught but contempt (although he manages to hide this to some extent from his superiors). He treats those beneath him like slaves or chattel, and does not hesitate to kill or maim them when they are beyond use to him. Due to his general contempt for those who are not devils (and even those who are devils but not pit fiends), Rhalik counts enemies amongst many of The Fallen, though he does not deign to consider any of them more worth his time than any other. As for other enemies, he despises the work of the Heralds of Holiness in particular, and he is known to have fought openly with the Scion of Anarchy, Dulkeem. Rhalik is known to be on good terms with Abigor and Malphas, and he claims friendship with both Aesmadeva and Bael, the latter of the two hoping to use Rhalik to advance his own power at the expense of the Lord of the Flies. Beelzebub, though, is very much aware of both Rhalik’s true feelings and Bael’s intentions. For all this, Rhalik is honored within the court of Beelzebub, and the reason for his continued success there is difficult to understand to the non-diabolical mind. However, one must remember this: blind, unrelenting hatred with no rational basis is nothing if not predictable. Rhalik is a pawn to the true epitome of intolerance. Rhalik is black from head to toe, though his eyes and teeth gleam white like new snow. His wings give off the constant smell of sulfur and ash, and his entire body ripples with muscles. When he speaks, Rhalik sounds like the depths of Hell, powerful and intoxicating. The Bigot does not deign to wear finery of any sort, sneering at those who must hide their form behind apparel, and unashamedly using his naked form as a method of intimidation for those with flaws and weaknesses. He appears in every way to be the measure of the pit fiend, perfect in form and feature. He has many magic items available to him, but rarely uses them, considering them a crutch for the weak. However, he does not treat his equipment poorly; such treatment is appropriate only for the creatures that serve him. A select group of pit fiends follow the Duke, sharing his elitist view, and acting as a brute squad when necessary. Combat Rhalik prefers to kill creatures in a way that can be used as an insult to others of its type. If he is surprised in combat, he generally will not retreat to prepare himself, instead using mass hold monster to make his foes helpless. If given time before battle, he will use buff spells only if he believes that the foes might prove to be a threat (a rare thought for him). Helpless foes are generally taken, if possible, to a place where Rhalik can inflict great pain at his leisure, before returning the corpse to a place where it will cause outrage and fear. If possible, he will pass the deed off as a crime of discrimination, furthering bigotry between two or more groups. More difficult foes will be targeted by Rhalik’s Bigoted ability - he is smart enough to use the more power-
ful aspects of the ability in such a fashion as to give him an edge over as many foes as possible. Call Devils (Sp): As a standard action, Rhalik, as a vassal to a Lord of the Nine, commands the respect of lesser devils. As such he can call devils or summon devils. Rhalik may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/ day, Rhalik may summon 12 lemures; 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends (Rhalik may either call or summon in a day; he may not do both). Unless he has no other option, Rhalik will only summon pit fiends. Bigoted (Su): Rhalik’s belief that almost every creature is beneath him adds efficacy to his attacks. Any weapon Rhalik wields, including natural weapons, is treated as a bane weapon of every type. 1/day, after being damaged by any creature in any way, Rhalik can choose to change the bane effect to a dread effect against that creature type only, dealing 4d6 extra damage, and forcing a save DC 41 on any hit to avoid being destroyed instantly. This effect lasts nine hours. The save DC is strength based. This ability is ineffective when used on any Lord of the Nine, or on any arch-devil that is of pit fiend or hellspawn origin. Furthermore, Rhalik’s spell resistance against any foe that he is bigoted against (see guidelines above) increases by three. Devilish Supremacy (Su): Rhalik is so in tune with the devil race that he can automatically tell a devil on sight, including knowing its hit dice and class levels. Because all other creatures are inferior to devils, he can also tell the type, including subtypes, of creatures within 300 feet of him, but this information does not come so readily to the Bigot. Rhalik must concentrate on an individual, as a standard action that does not provoke an attack of opportunity, to be able to determine its type and any subtypes. By concentrating another round, he is able to determine the creature’s hit dice and class levels. Three times per day Rhalik is able to ignore the adverse effects of an attack on his person, so long as the attacker was not a true devil, arch-devil, or Lord of the Nine. This can be activated as a free action, and need not happen on his turn. For example, Rhalik may choose to automatically successfully save against a spell, or choose to avoid all damage from an attack. This ability would even allow Rhalik to avoid all damage from a deity’s Divine Blast - except one originating from Asmodeus. Rhalik can choose to invoke this ability once all factors have been resolved, i.e. after discovering the consequences of the effect. Infernal Presence (Su): Rhalik’s Infernal Presence has a Will save DC of 37. His caster level is 48th. Spell-like Abilities: At will – animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcane, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction; 1/day - meteor swarm, symbol of pain; 1/week - wish. Caster level 48th. The save DC is equal to 21 + spell level. Spells - Hexblade spells prepared (4/4/4, DC 19+spell level, caster level 36th): 1st - charm person,
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magic weapon, phantom threat, undetectable alignment; 2nd - bull’s strength, eagle’s splendor, spider climb, touch of idiocy; 3rd - arcane sight, charm monster, poison, protection from energy Unshakeable Morale (Su): Rhalik is immune to any mind influencing effect (including positive effects) or fear effect, unless the source of such an effect is a creature that he actually respects (i.e. any true devil of archdevil or higher status). Summoning Rhalik Rhalik is difficult to summon, due to his hatred of all things non-baatezu. Still, those who have attempted such a feat suggest that a blood sacrifice of every member of a family or race in a community will suffice. At the end of the incantation, three sizable wooden holy symbols (representing the deity of the sacrificed group) fall from the sky and implant themselves in the earth. Accompanied by the sound of a murderous mob, the symbols burst into hellish flame. Rhalik appears in the midst, wreathed in the same flames, and dancing with glee. Before speaking with the summoner, he casts the burning symbols down, where they turn instantaneously into ash that blows away before a scorching wind. Rhalik often attempts to break free of any summoning circles and so forth, just to show his might. However, so long as he does not feel that his time is being wasted, he generally will not attack his summoners. Although Rhalik has no special abilities to grant to those who summon him, he is quite capable of performing or organizing a great many things in the name of bigotry and hatred, and will use his wish ability to help in that department. Those who swear their souls to Rhalik are often promised rapid ascension after death from lemure to higher forms of baatezu. At the end of the summoning effect, Rhalik raises his arms in the air, and is struck by a sheet of black fire. He disappears in the midst of the conflagration. The flames continue to burn for 7 rounds, afterwards leaving a greasy ash behind. Thereafter, non-magical fire cannot be lit in that place, and non-magical fires brought within five feet go out.
SURGAT, Duke of Secrets Duke of Hell Medium Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A silvery web set over a black, inverted triangle. Assassin 15/Rogue 5/Shadowdancer 10 Hit Dice: 20d8 + 5d6 + 15d6 + 10d6 + 300 (640 hp) Initiative: +21 Speed: 60 ft., climb 40 ft. Armor Class: 41 (+13 Dex, +15 natural, +3 profane), touch 26, flat-footed 41 Base Attack/Grapple: +35/+39 Attack: Leverage +52 (1d4+10 plus 1 Constitution/1920) Full Attack: Leverage +52/+47/+42/+37 (1d4+10 plus 1 Constitution/19-20) and Steel Whisper +52/+47/ +42/+37 (1d4+10 and silence/19-20) and Silhouette +52/+47/+42/+37 (1d4+10) Space/Reach: 5 ft./ 5 ft. Special Attacks: Call devils, death attack (Fortitude DC 34), Exposé , Infernal Presence, sneak attack +11d6, spell-like abilities, spells, stun, summon shadow
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Special Qualities: Cursed, Broker of Secrets, damage reduction 20/good and silver, darkvision 60 ft., defensive roll, Duke of Hell qualities, evasion, hide in plain sight, immunity to fire and poison, improved evasion, improved uncanny dodge, low-light vision, magic circle against good, Prehensile Tail, regeneration 6, resistance to acid 20 and cold 20, see in darkness, shadow illusion, shadow jump 160 ft. or at will, slippery mind, spell resistance 48, telepathy 500 ft., trapfinding, trap sense +1, uncanny dodge, Watching from the Wings Saves: Fort +33 (+37 vs petrification), Ref +40, Will +31 Abilities: Str 18, Dex 37, Con 23, Int 35, Wis 19, Cha 22 Skills: Appraise +45, Balance +63, Bluff +31, Climb +55, Decipher Script + 50, Diplomacy +52 (+50 with good creatures, +58 with evil creatures), Disable Device +57, Disguise +59 (+63 acting), Escape Artist +66, Forgery +55, Gather Information +56, Hide +66, Intimidate +50 (+56 with evil creatures), Jump +38, Listen +59, Move Silently +66, Open Lock + 63, Perform (dance) +21, Search +67, Sense Motive +49, Sleight of Hand +70, Spot +61, Survival +4 (+10 tracking), Tumble +63 Feats: Alertness, Combat Reflexes, Corrupt Spell-like AbilityB, Dodge, Greater Multiweapon Fighting, Improved Initiative, Improved Multiweapon Fighting, Investigator, Jack of All Trades, Mobility, Multiweapon Fighting, Nimble Fingers, Spring Attack, Suspicious, Weapon Finesse Epic Feats: Epic Evil BrandB, Perfect Multiweapon Fighting, Polyglot, Superior Initiative, Trap Sense Environment: Maladomini, Seventh of the Nine Hells of Perdition Challenge Rating: 36 Alignment: Lawful Evil Treasure: Triple standard plus Leverage, Steel Whisper and Silhouette. The Dukes of Avernus clench their fists when they see him about on his master’s business. The Dukes of Cania refuse to speak with him, and ward their fiefs as best they can from his presence. The Dukes of Dis delight in what he leaves with them from time to time. The other Dukes of Maladomini… those Dukes call him the Snitch, a little name for a little devil who slinks about watching, listening, and then returning to whisper in his master’s ear. Surgat is the most trusted of Beelzebub’s servants; he has the ear of the Lord of the Flies, as he has had since before The Great Fall. Once an astral deva of mighty bearing, he walked nonetheless in the shadow of Beelzebul’s greatness, seeking always to please the mighty Angel. Even in Heaven there were rumors to be had, dissension amongst the ranks, and Surgat learnt to ferret such information out. When Beelzebul fell, he took with him Surgat, and promised him a place of power when all was set aright. The Snitch could not conceive of any place but in perfect Beelzebul’s shadow, for he had come to rely on the Angel; Heaven had long since shunned him for his secretive habits. Having fallen into Hell, Surgat found himself quickly relegated to the retinue of Beelzebul, now called Beelzebub, the Lord of the Flies. Surgat was given the same duties that he had taken on before: watching, listening,
reporting - and even silencing, as appropriate. He quickly came to relish the power that he exercised over others in knowing secret knowledge about them, and began to use his knowledge as a threat. More and more often he started to hide secrets from his master - but only when he was sure that he could get away with doing so. Such knowledge he promised to keep secret from those who feared its consequences; in return, Surgat learned secrets even more damning. The Snitch has no allies. He has only his master, Beelzebub, who treats him in a condescending fashion, and a myriad of creatures fearful of what he might know about them. For his part, Surgat bullies those he can, feeling pride over the look of fear and hate that he evokes in so many creatures. Surgat also operates as the Chamberlain of Maladomini, and all happenings in the Seventh Hell are recorded by him in the Ledger of Secrets. Perhaps most importantly, he keeps a record of all those souls that fall under the dominion of Beelzebub, and, as part of an unholy triumvirate with Byzine and Beelzebub himself, oversees the efforts of the Order of Flies. From time to time he has minor dealings with emissaries from Dis, selling morsels of information at high prices. Surgat has been instructed to step carefully in this area, and his actions are carefully choreographed and watched by the Lord of the Seventh. None can tell yet why Beelzebub allows these meetings to happen at all, but it is clear that it is part of some grand intrigue. Surgat bears almost no resemblance to the angel that he once was. Though he stands six feet tall, he habitually stoops, as if trying to diminish his presence even further. His face is long, his nose almost absent, his lips thin and bloodless. Though his sense of hearing is extraordinary, he has no apparent ears. A thin, whiplike frame hides surprising strength, and hints at his incredible agility. Surgat bears a lizard-like tail that can act as a prehensile appendage, and his tongue is forked like that of a snake. Entirely hairless, the Duke of Secrets looks on the world with lidless eyes, never blinking, never missing a detail. His apparel changes to meet various situations, but when at court in Malodomini, he wears overlarge black robes that emphasize his emaciated frame. Combat Surgat prefers to avoid combat as much as possible, and so he will generally run from combat using his shadow jump ability, or greater teleport. However, in those few cases where it is in his best interests to fight, Surgat will begin combat by using Exposé on the most martial of his opponents. He will make liberal use of deeper darkness and existing shadows, looking to use his sneak attack a myriad of times in melee. If possible, he will start combat from a place of concealment, using his death attack on wizards or sorcerers as a preference. Broker of Secrets (Su): Surgat is sought out by mortals in order to reveal secrets, or hide them permanently. As such, he is referred to as the Broker of Secrets. A prospective client can ask Surgat to do any of the following: • Discover and reveal a secret known by a friend or rival of the client, or obtain the answer to a question or puzzle. • Hide all evidence of some activity or deed performed by the client or an associate of the client. • Organise for the removal of a rival of the client
(generally by means of abduction or assassination). As part of the deal, Surgat guarantees that he will not reveal the client’s dealings with him for a period of time, generally between 7 weeks and 7 years. However, the client is thereafter beholden to Surgat, who can call in a favor at any time (treat this as a geas effect with no save). For each day that the client does not follow the terms of the geas, the usual penalties are tripled; after a reasonable period of time (as set by Surgat, but generally 7 days, 7 weeks or 7 years), if the favor has not been completed, Surgat claims the client’s soul as restitution. The Duke of Secrets will generally kill the client without delay, so that he can take possession of the soul. In the event that the favor is done within the time frame (and Surgat never calls in favors too difficult for the client to attempt, although the favor is always distasteful for the client), Surgat declares the deal finished, the client immediately shifts two degrees towards Lawful Evil, and thereafter takes a -3 penalty on saves against Surgat’s abilities. However, the deal is never truly finished. At the end of the period of silence on the matter, Surgat will contact the client again and offer to make another deal. Surgat will perform a service as above, but the client will owe two favors to the Duke of Secrets. In the event that the client declines, Surgat will attempt to blackmail the client by threatening to disclose the previous dealings in a most embarrassing manner. The client is allowed a Will save DC 32 to avoid caving in and doing another favor for Surgat (the -3 penalty applies on this save). A successful save still inflicts the client with persistent nightmares (Will save DC 32 negates, one save per night) that his base dealings will be exposed. After each deal, the client’s alignment shifts two degrees towards Lawful Evil and suffers an additional -3 penalty to all saves against Surgat’s abilities. After the completion of each deal, Surgat will once again approach the client to offer a new deal, and each new deal will require one more favor than the last time in return for Surgat’s services. A client who has dealt with the Broker of Secrets can only escape this spiral of intrigue, offer and counter-offer by confessing his deeds to a cleric of 21st level (or higher), who then casts miracle, break enchantment and atonement. As part of the terms of atonement, the client must abide by the lawful punishment for his crimes. No creature that makes a deal with Surgat as the Broker of Secrets is immune to any aspect of the ability. Call Devils (Sp): Once per day, Surgat can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Surgat may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Surgat may either call or summon in a day; he may not do both. Surgat, if presented with a situation that he cannot slink away from, immediately calls pit fiends, and then instructs them to summon additional reinforcements. The Duke of Secrets will then try to disappear during the ensuing melee. Exposé (Su): Seven times per day, Surgat may make an Exposé. Selecting one creature within 90 feet, he broadcasts that creature’s most embarrassing secret by means of a programmed image in the air directly above
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its head. The target creature is entitled to a Will save DC 32 to avoid the effect, but even a successful save leaves the target unnerved, taking a -2 penalty on attacks, damage, checks and saves with regards to Surgat for the next 24 hours. A failed save leaves the creature paralyzed with shame and fear for seven rounds, as the scene plays out. Other creatures in the area must succeed on a Will save DC 32 or be fascinated (as per the bard class ability). The creature thereafter takes a -4 penalty on attacks, damage, checks and saves with regards to Surgat for the next 24 hours. A creature cannot be affected by Exposé more than once per day. Only cosmic or divine beings, or beings with no Intelligence score, are immune to this ability. This is an enchantment (charm) [mind-affecting] effect. Infernal Presence (Su): Surgat’s Infernal Presence has a Will save DC of 32. His caster level is 36th. Prehensile Tail (Ex): Surgat’s tail, though lizardlike in appearance, is able to be manipulated as if it were a third hand, easily grasping all manner of tools (and weapons). It also grants him a +6 racial bonus on Balance and Jump checks, and allows him to climb at a speed of 40 ft. (and thus granting him a +8 racial bonus on Climb checks). Using his tail and his natural ability at climbing, Surgat scurries across walls and ceilings with as much ease as he does floors. Spell-like Abilities: At will - aid, animate dead, bestow curse, blasphemy, cause fear, charm monster, continual flame, deeper darkness, desecrate, detect good, detect magic, discern lies, dispel good, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), knock, mass hold monster, mirage arcana, persistent image, plane shift, polymorph, power word stun, suggestion, unhallow, unholy aura, unholy blight, wall of fire; 7/day - inflict light wounds, see invisibility; 3/day - destruction; 1/day blade barrier, harm, meteor swarm, symbol of pain; 1/ week - wish. Caster level 44th; DC 26 + spell level. Stun (Su): If Surgat strikes an opponent twice in one round with one of his daggers, that creature must succeed on a DC 24 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. Watching from the Wings (Sp): Surgat seeks out secrets constantly. Each day, Surgat is able to select up to seven keywords; anytime any one of these keywords is used, he is able to use scrying as a 36th level caster centered on the creature who spoke or wrote the word (no save allowed, although spell resistance does apply). He has no limit on how often he can use scrying. This ability even works across planar boundaries, but it cannot penetrate divine shields or an area otherwise blocked by a deity or Cosmic Entity of at least intermediate status (Divine Rank 11 or higher). Watching from the Wings cannot be foiled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect (as the scrying spell does). Surgat can concentrate on up to seven different locations at once (one is always his own actual location). As part of his Watching from the Wings ability, Surgat retains the spell-like ability to discern lies and see invisibility that he possessed as an astral deva, even though such abilities are generally lost upon gaining the fallen angel template. Possessions: Leverage is a +6 wounding dagger that also casts fear on any creature that it successfully damages as a 20th level caster (Will save DC 20 negates). Steel whisper is a +6 dagger of silence, casting a silence
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effect on a successful hit that affects only the creature damaged, rather than a radius of effect. Silence is as per the spell cast by a 20th level caster (Will save DC 20 negates). Silhouette is a +6 cold iron dagger that allows Surgat to shadow jump (as the shadowdancer class ability) at will when it is drawn. This does not count against the maximum distance that Surgat can shadow jump due to his own levels in shadowdancer. Surgat also carries on his person the Ledger of Secrets, within which is kept notes on all the happenings with which Beelzebub would have Surgat concern himself with, including the names of all those who have made agreements with Maladomini, and the terms thereof. The Ledger of Secrets is a simple, unassuming, black leatherbound book of middling size. Summoning Surgat Surgat will accept the journal or memoirs of a stillliving individual as a suitable sacrifice, so long as it has been illegally obtained. Additionally, he can only be summoned into a secret room, i.e. a room only accessible by a secret door. When Surgat is successfully summoned, shadows shroud the area, and all lights (including magical light effects) go out. A myriad of whispers sound through the room, and the journal or book of memoirs opens as the pages turn rapidly. The shadows then coalesce into the form of Surgat. Surgat, as one of the more intelligent Dukes of Hell, is particularly dangerous to deal with. He will not speak except in a whisper, and he takes careful note of any other individuals in the room, to whom he will offer other bargains by means of telepathy. If he is aware of previous activities of the client, he is very likely to use such knowledge to improve his bargaining position, happily resorting to blackmail should it be in his interests. At the end of the summoning, Surgat simply fades away into shadow. Disembodied whispers continue for seven minutes after he leaves.
LEONAR, Chancellor of Cania Duke of Hell Large Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A three-horned black goat’s head tattooed with infernal symbols of power, set over an inverted triangle of white frost. Wizard 36 Hit Dice: 20d8 + 36d4 + 448 (752 hp) Initiative: +8 Speed: 50 ft., fly 70 ft. (average) Armor Class: 73 (-1 size, +8 Dex, +23 natural, +3 profane, +40 armor*), touch 17, flat-footed 65 *armor bonus from greater epic mage armor
Base Attack/Grapple: +38/+52 Attack: Cold methodology +53 melee (1d8+16/ x2 plus 2d6 lawful, or 1d8+16/ x2 plus 1d6 cold/ 1d10 cold) Full Attack: Cold methodology +53/+48/+43/+38 melee (1d8+16/ x2 plus 2d6 lawful, or 1d8+16/ x2 plus 1d6 cold/ 1d10 cold) and 2 wings +42 melee (2d6+5) and 2 bites +42 melee (4d6+5 plus poison plus disease) Space/Reach: 10 ft./ 10 ft.
Special Attacks: Call devils, constrict 2d8+26, Dark Eloquence, Infernal Presence, spell-like abilities, spells. Special Qualities: Black Magus, cold immunity, damage reduction 20/good and silver, Double-tongued, Duke of Hell qualities, immunity to fire and poison, Knowledge of the Damned, magic circle against good, regeneration 8, resistance to acid 20 and cold 20, see in darkness, spell resistance 53, telepathy 500 ft. Saves: Fort +38, Ref +38, Will +38 Abilities: Str 30, Dex 27, Con 27, Int 42, Wis 26, Cha 30 Skills: Bluff +52, Concentration +67, Decipher Script +75, Diplomacy +66 (+72 with evil creatures), Disguise +10 (+14 acting), Gather Information +58, Intimidate +56, Knowledge (arcana) +75, Knowledge (dungeoneering) +75, Knowledge (geography) +75, Knowledge (history) +75, Knowledge (local) +75, Knowledge (nature) +75, Knowledge (nobility and royalty) +75, Knowledge (religion) +75, Knowledge (the planes) +75, Listen +50, Profession (lawyer) +67, Sense Motive +50, Sleight of Hand +12, Spellcraft +94 (+104 casting evil epic spells), Spot +50, Survival +8 (+14 underground, avoiding hazards or getting lost, natural environments, other planes), Use Magic Device +13 (+25 to use scrolls) Feats: Corrupt Spell, Corrupt Spell-like Ability B, Craft Staff, Dark Speech, Empower Spell, Energy Admixture (sonic), Energy Substitution (sonic), Eschew Materials, Heighten Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Penetration, Violate Spell Epic Feats: Automatic Quicken Spell (x2), Craft Epic Staff, Enhance Spell, Epic Evil Brand B, Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity (x3), Intensify Spell, Master Staff, Multispell Environment: Cania, Eighth of the Nine Hells of Perdition Organization: Solitary, or with 1d3 Acolytes (Soulsworn mortal wizards of 21st level) Challenge Rating: 41 Alignment: Lawful Evil Treasure: Triple standard base creature, including cold methodology. The frigid wastelands of Cania are marked with the indelible print of their master, Mephistopheles. From time immemorial he has ruled the cold fastness, and all who live therein confess his fell Lordship. He is the greatest entity in the Eighth Hell. None approach his puissance: not in terms of might, nor in terms of magic, nor in terms of the mind. None, that is, except for one. The Chancellor of Cania, Leonar, is powerful enough to warrant the attention and concern of even one as mighty as his master. Almost from the beginning has Mephisto ruled, and from almost as far back in the cold, dark past, has Leonar served him. Whereas Mephisto delights in the hoarding of Knowledge, taking the souls of the most intelligent for himself, and locking away newfound lore in his dispassionate heart, Leonar focuses instead on overseeing the teaching and propagation of infernal arcane knowledge though he does so only to increase his own arcane
knowledge and might. His is the hand that parcels out such knowledge that will damn a soul in life, and it is he who, in many cases, teaches mortals the secrets of the Dark Speech, of which he is the ultimate authority (save, perhaps, Asmodeus). Many a Lawful Evil wizard will take on Leonar as a diabolical patron, seeking his aid in dark, tyrannical experiments; and Leonar is the type of Duke who will answer a summons for such aid. Indeed, he presents himself as one of the most approachable of the Dukes of Hell. Leonar, however, is never referred to as kind, weak, or generous, for all these things are done on his terms, and in his time. The knowledge that he teaches is designed always to twist and subjugate the student, or it comes at some other price - whether paid by the student or someone else matters not. At other times he gives away only a portion of the required knowledge, or a portion at a time, but demands a price commensurate for the entirety up front. He recognizes that it is not by giving knowledge that he grows more powerful, but rather it is by the development of said knowledge by those who are beholden to him that his power grows. Leonar is best identified with the covetous professor who shows contempt for his underlings by never giving away all that he thinks or knows, but claiming their work as his own. For this reason it is understood that Dispater has tried many times to sway him to his service. Never, though, has he appeared to waver in his duty. It should be mentioned that he seems to gain no pleasure from his activities with mortals, and some suspect that he is more interested in noting the reaction of those who fall to his power than in the increase of his own power. Reserved in his discussions with those whom he meets, Leonar appears to suffer from a constant melancholy, although some merely take his expression to be a frown of concentration, as he meticulously takes notes on the reactions of his peers and pawns. He is often away from Cania overseeing Black Rites performed by mortal followers of the Infernal Ways, where his knowledge of rules and regulations is legend. He presides over the grande sabbat, held on a world of the Mortal Coil every 999 days, though it is known that he does not involve himself in the revelry, except to issue commands regarding protocol. Within Hell, Leonar associates with other Courtiers of Hell infrequently, except as part of ceremony. This is not to say that he does not know how to play at politics: he has retained his place as Chancellor for millennia, even coming out of the false coup of Baron Molikroth unscathed. Most of his time, though, is spent in his duties as Chancellor of Cania, keeping meticulous records in his ledger of all the souls sworn or condemned to the Icy Hell. He is on good terms with Caim, who is known to be the frequent bearer of overtures from Dispater, but has no time for fellow Duke of Cania, Murmer, whom he believes is a fool that is too willing to seek for flawed knowledge given power by belief, rather than knowledge of a perfect principle which gives power irrespective of faith. He does not seem to share the same hatred for Martinet that most in Hell do, and Mephistopheles is well aware and wary of that fact. Indeed, Mephisto watches his servant carefully, fearing that Leonar wishes the dominion of Cania for himself. The Duke of Infernal, though, is not interested in such Lordship, desiring instead the dominion of a god of Magic. Leonar appears as a 9-foot tall humanoid with slightly saturnine features, with three goat’s horns atop his head,
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fox’s ears, and a goat’s beard. His body is black and scaled, and otherwise like that of a typical pit fiend. However, he has no tail, and a second face adorns his posterior, echoing the same image as his primary face even speaking as he speaks. He tends to wear elaborate tunics and leggings, although the latter article of clothing never covers his second face. Over the top of these he wears a flowing, though short, cape; this article has been carefully tailored to avoid impeding his voluminous batlike wings. Leonar favors black in all his apparel, touched with minor aspects of blue and white. His eyes appear almost human, though the whites are instead black, and the irises red; furthermore, they appear always inflamed. It is said that he takes the form of a great black goat as he pleases. Combat Black Magus (Su): It is for good reason that those who practice The Word often turn to Leonar as patron, for he is the Black Magus. His mastery of magic allows him to cast any spell of 1st through 9th level as if it were affected either by the Vile Spell or the Corrupt Spell feat without preparing it beforehand and without increasing its casting time. Any evil spell cast by him has its save DC and caster level increased by 3 (this does not stack with other Spell Focus type feats or abilities). Finally, he gains a +9 competence bonus on Spellcraft checks to cast epic spells with the Evil descriptor. Call Devils (Sp): As a standard action, Leonar, as a vassal to a Lord of the Nine, commands the respect of lesser devils. As such, he can call devils or summon devils. The Duke may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Thrice a day, the Duke may summon the same spread of fiends listed above. Leonar may either call or summon in one day, not both. Leonar usually calls gelugons only. Dark Eloquence (Su): Leonar is a master of the Dark Speech. Some claim that he helped to develop the tongue, or at least some aspects of it. Whatever the truth, his mastery of the Dark Speech is greater than the norm. If Leonar uses the dread aspect of Dark Speech (as described in the Book of Vile Darkness), creatures of any hit dice can be affected as Leonar chooses (selecting, of course, from the possibilities given in the Book of Vile Darkness. Alignment conditionals still apply). No creature of less than intermediate god or equivalent status is immune to this effect, even if normally immune to mindinfluencing effects. Furthermore, if he uses Dark Speech in conjunction with an evil spell, the caster level of such a spell increases by +3. At his option, speaking in the Dark Speech deals 1d6 points of damage to objects within 30 feet per round, ignoring hardness. Finally, Leonar can use Dark Eloquence 3/day to darken the minds of those around him. Any non-evil creature within 30 feet must succeed on a Fort save DC 36 or be rendered deaf and blind. Creatures that use blindsense, blindsight, tremorsense, or similar methods of ‘seeing’ are also rendered effectively deaf and blind if they fail the Fort save, but gain a +4 bonus on the saving throw. This is a sonic effect. The blindness/deafness can only be removed by a 21st or higher level Cleric casting miracle then break enchantment using the Words of
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Creation in pronouncing the verbal components. It is rumoured that Leonar has developed the means to twist the Dark Speech to yet other uses. These rumors are, as of yet, unconfirmed. Doubletongued (Ex): Strange as it appears to the uninitiated, the second face that Leonar bears on his posterior is a great benefit to him. He is immune to all silence type effects, can speak and understand any language as per the tongues spell, and is able to store enough energy to have access to magic even in an antimagic field or dead magic area. This store of energy allows him to partially ignore anti-magic fields, dead magic areas and similar effects even if the originating source is a deity or cosmic entity. While in an anti-magic field, Leonar suffers a spell failure chance of (10 + attempted spell level) %. He may take a full round action to cast the spell with no spell failure chance. Although Leonar can cast spells within an anti-magic field, once cast, his spells are still vulnerable to the effects. For spells with a duration longer than instantaneous or per concentration, Leonar must succeed at a Concentration check DC 25 to maintain them. This DC increases by 5 for every additional spell Leonar wishes to maintain within the anti-magic field. For example, if Leonar wished to maintain stoneskin, summon monster IX, eagle's splendor, bull's strength, and haste, he would have to make a Concentration check DC 45 or all of the spells would suffer the effects of the anti-magic field as normal. Infernal Presence (Su): Leonar’s Infernal Presence has a Will save DC of 37. His caster level is 47th. Knowledge of the Damned (Su): It is with knowledge that Leonar tempts mortals, and it is with knowledge that he dominates and condemns them. Those who willingly seek out the Chancellor of Cania, or summon him, may be granted knowledge, but such knowledge always comes with a terrible price. For those who will sign away their souls willingly in exchange for knowledge (if not already evil, the individual thereafter becomes irredeemably evil), Leonar grants a 1d3+2 inherent bonus to Intelligence, with the promise to those who do not gain the maximum benefit that they will gain it in time (always within 99 years, sometimes not being bestowed until the instant before death). Each time a +1 inherent bonus is gained, the recipient gains an additional benefit. She can choose from the following: Black Apprentice: The recipient gains the Automatic Vile Spell or Automatic Corrupt Spell feat, so long as he would normally qualify for it. This ability can be bestowed multiple times. Dark Focus: The recipient gains the Spell Focus (Evil) feat (also called Malign Spell Focus). Dark Speaker: The recipient gains the Dark Speech feat. If this benefit is taken twice, the recipient takes 1d4 points of Constitution and Charisma drain that can never be restored without revoking all gifts of Knowledge of the Damned, but he can thereafter use Dark Speech with impunity, never suffering corruption damage for doing so. Mind over Morality: The recipient gains a +3 profane bonus on saves against spells with the good descriptor. Soulsworn: The recipient gains the Soulsworn feat (this is always the first “benefit” bestowed). If the client has already taken this feat, and has sworn to another devil patron, Leonar will not treat with the client. If the client already has the feat but is sworn to Leonar, the
client may be granted any other benefit listed as the first benefit. Spell-like Abilities: at will: animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, unhallow, unholy aura, wall of fire. 3/day - destruction. 1/day - meteor swarm, symbol of pain. 1/week - wish. Caster level 47th, save DC 20 + spell level. Spells: Leonar casts spells as a 51st level Wizard (54th for spells with the evil descriptor). Spells per day: 4/8/8/8/8/7/7/7/7/6/3/3/3. Typical spells prepared: 0 – arcane mark, mage hand, open/close, read magic; 1 – alarm, burning hands, floating disk, identify, mage armor, magic missile, ray of enfeeblement, true strike; 2 – acid arrow, bear’s endurance, eagle’s splendor, fox’s cunning, glitterdust, scorching ray, shatter, web; 3 – arcane sight, displacement x2, haste, lightning bolt, nondetection, slow, tongues; 4 – black tentacles, contagion, enervation, ice storm, lightning bolt (violated), mnemonic enhancer, shadow conjuration, stoneskin; 5 – baleful polymorph, cloudkill, cone of cold, feeblemind, ice storm (violated), telekinesis, wall of force; 6 - contingency, disintegrate, freezing sphere, geas/quest, legend lore, mage’s lucubration, true seeing; 7 –delayed blast fireball, forcecage, grasping hand, greater arcane sight, reverse gravity, spell turning, waves of exhaustion; 8 – binding, demand, dimensional lock, discern location, horrid wilting, moment of prescience, polar ray; 9 – apocalypse from the sky, dominate monster, energy drain, gate, mage’s disjunction, meteor swarm; 10 – delayed blast fireball (maximized), meteor swarm (violated), wish (heightened); 11 – delayed blast fireball (maximized and violated), finger of death (quickened), polar ray (maximized); 12 – meteor swarm (maximized), time stop (maximized) x2. Save DC 26 + spell level, 29 + spell level for spells with the evil descriptor. Epic Spells: 5/day. Epic spells known: greater epic mage armor, first taste of winter, Leonar’s thaumaturgic boost, momento mori, oppress, superb dispelling, tyranny. Cold Methodology: Cold Methodology is a large +6 cold burst, lawful quarterstaff affixed with a sapphire cut into the shape of a snowflake at each end. Cold Methodology has 50 charges, and is able to be recharged in the same fashion as a staff of the magi. When first created, it granted the wielder immunity to cold damage when the staff was held; Leonar has long since siphoned that power off for himself. The staff grants the following powers: • 1 charge: corrupt cone of cold, dimensional anchor, intensified magic missile, freezing sphere, quickened fox’s cunning, quickened mage armor, vile delayed blast sonicball, violated polar ray • 2 charges: quickened Canian ice storm*, quickened moment of prescience, quickened sonic admixed cone of cold, sonic admixed delayed blast fireball • 3 charges: animus blizzard. Cold Methodology is a minor artifact. *Canian ice storm works as per meteor swarm, except that the fire damage is instead ice damage, and the bludgeoning damage is replaced by piercing damage.
Possessions: As a Duke of Hell, and one of the most powerful of that echelon, Leonar has access to any magic item (save artifacts) mentioned in the Dungeon Master’s Guide, given time. He generally carries a dozen or so powerful scrolls (8th level and higher), and does not hesitate to use them if pressed. He always carries Cold Methodology. Summoning Leonar Leonar can only be summoned by offering him knowledge, but this knowledge must be in a form that he can exploit. He desires individuals who are willing to partake of his Knowledge of the Damned ability. Additionally, a newly researched spell with the evil descriptor, or vile material components (either one worth in excess of 500gp) is required. When all is in readiness, a dark mist rises from the ground, obscuring all sight. Low voices begin to chant softly in the Dark Speech, and a single image appears in the midst of the darkness, able to be seen only by the primary caster. It seems to be a scroll made of something so black that it makes the surrounding darkness appear bright in comparison. The scroll unfurls to reveal glyphic pictures of a black devil in the midst of a sabbat. The picture moves as if real, and the black devil walks from the midst of the rites and steps out of the scroll. The scroll then disappears, though the darkness remains. When at last the summoning ends, the area grows chill. Dark clouds gather over Leonars’s head, before a heavy fall of black snow begins to fall. This lasts for nine rounds and obscures all sight within the area. When the dark blizzard stops, Leonar is nowhere to be seen. For those who summon Leonar without the appropriate protections, the black weather deals 3d10 points of cold damage per round (Fort save DC 15 for half). Black ice remains on the surface where Leonar stood for nine days. Note that these effects happen in the midst of darkness, which also persists for nine days; thus creatures without the ability to see in magical darkness see none of these things.
MURMER, Duke of Philosophy Duke of Hell Large Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A golden ducal crown set over a barbed shepherd’s crook on an inverted triangle formed of bluegreen ice. Cosmic Descryer 10/Sorcerer 8 Hit Dice: 32d8 + 18d4 + 416 (744 hp) Initiative: +11 Speed: 60 ft., fly 160 ft. (good) Armor Class: 40 (+7 dex, +21 natural, +3 profane, -1 size), touch 19, flat-footed 33 Base Attack/Grapple: +44/+55 Attack: Philosopher’s Crook +56 melee (1d8+13 plus 3d6 sonic plus blindness/x2) Full Attack: Philosopher’s Crook +56/+51/+46/+41 melee (1d8+13 plus 3d6 sonic plus blindness/x2), or 2 slams +50 melee (2d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: Call devils, Complicated Creed, cosmic connection 1/day, enduring gate (3 days), Philosophical Conquest, spell like abilities, spells Special Qualities: Cursed, Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft.,
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immunity to fire and poison, low-light vision, magic circle against good, Master of the Academy, naturalization (Arcadia, Astral, Carceri, Outlands, Mortal Coil), regeneration 8, resistance to acid 20 and cold 20, see in darkness, spell resistance 50, Stoic, superior planar summoning (+12 HD), telepathy 500 ft. Saves: Fort +33 (+37 vs petrification), Ref +32, Will +31 Abilities: Str 24, Dex 24, Con 26, Int 35, Wis 23, Cha 35 Skills: Bluff +69, Concentration +61, Diplomacy +78 (+76 with good creatures, +84 with evil creatures), Escape Artist +39, Gather Information +20, Hide +35, Intimidate +69 (+75 against evil creatures), Knowledge (arcana) +66, Knowledge (history) +44, Knowledge (local) +44, Knowledge (religion) +61, Knowledge (the planes) +61, Listen +51, Move Silently +52, Perform (Oratory) +61, Profession (teacher) +42, Search +47, Sense Motive +58, Spellcraft +84 (+88 to decipher scrolls), Spot +54, Survival +54 (+58 tracking, +60 on other planes), Use Magic Device +47 (+53 with scrolls), Use Rope +7 (+11 with bindings) Feats: Arcane Preparation, Augment Summoning, Combat Casting, Combat Reflexes, Corrupt Spell-like B Ability , Empower Spell, Eschew MaterialsB, Improved DisarmB (when wielding Philosopher’s Crook), Improved Initiative, Maximize Spell, Practiced Spellcaster, Quicken Spell, Spell Focus (Conjuration) Epic Feats: Energy Resistance (sonic), Enhance Spell, Epic Evil Brand B, Epic Reputation, Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Combat Casting, Improved Metamagic (x2), Improved Spell Capacity, Intensify Spell Environment: The Academia Caniae, Cania, Eighth of the Nine Hells of Perdition. Organization: Solitary or with 2 Prefects (ha-nagas or fallen solars) Challenge Rating: 38 Treasure: Philosopher’s Crook plus triple standard Alignment: Lawful Evil Heaven laments to this day the fall of the likes of Beelzebul and his brethren. Some may even understand, to the minutest degree, why such mighty exemplars of righteousness fell from the grace wherein they had grown. Before these deplorable events, though, one other fell. He fell not because he doubted the lore of Heaven, nor did he fall because of the lusts of his own heart. This angel fell because he sought alternate, unsolicited knowledge, trusting in his own intellect and might above that of the celestial agenda. Murmer, he came to be known, and none now speak his original name. The infernal patron of philosophers and all those who seek for complication over simplicity, Murmer teaches not that the Powers are non-existent, but rather that they have power only because of belief. Furthermore, he teaches that belief in alternate forms of power can allow the knowledgeable to elevate themselves as they would, rather than remaining dependent upon deity. In his quest to prove his theories, and to disprove or discount others, Murmer believes that the end justifies the means. He has been known to abduct children for experimentation, toying with their young, impressionable minds, leaving some mad and others helpless thralls. He
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experiments upon live creatures, seeking for the spark of intelligence so as to find a way to isolate it from all else. The greatest portion of his time is spent in his school, Academia Caniae, teaching people to doubt what they see, to question what they hear, and to suspect all simple answers. His teachings find their way even into mainstream religion, where clerics, desiring the praise of others for their intellect, will preach sermons so littered with jargon and ostentatious rhetoric that the underlying message becomes garbled and unintelligible. In such a manner, even the devout followers of the most simple faith can stumble and fall away. What his students do not realize - at least, not at first is that each creature that falls to the teachings of the Philosopher Duke begin to channel their powers through him, thus increasing Murmer’s powers. It is thus not a surprise to find that Murmer is one of the more powerful Dukes of Hell. He is known to be responsible for the fall of Carreau, the Apostate, with whom he remains in contact. On good terms with many other fallen angels in Hell, he is nonetheless at enmity with the Lord of the Flies. He respects Caim for what he represents, but takes every opportunity he can to discredit the Duke of Logic’s words, whilst avoiding an organized debate with the Logical Devil. Many wonder how it is that a fallen angel such as Murmer has managed to retain such power and influence at the court of the Lord of the Eighth, whose hatred of the fallen angels is legendary. Murmer, though, predates the general influx of these former angels, and found favor of a sort in the eyes of Mephistopheles from an early date. In earlier times, more so than now, Mephisto even benefited from the efforts of the Philosopher Duke. Murmer’s efforts now, though, seem focused on providing an alternative source of knowledge and power - self knowledge and power of presence - to Mephisto’s own paradigm. It is said that Mephisto merely waits for an opportunity to present itself to allow him to limit his servant’s freedom. Murmer, on the other hand, seems content in striving to set up an alternate center for the fallen angels in Hell - even going so far as to tempt yet more angels to the path he treads. In this, at least, Mephisto will not try to prevent him, for every success that Murmer claims is a loss to Beelzebub, Lord of the Seventh. Murmer appears as a solar with vulture’s wings. His skin is like tarnished silver, and his eyes are like brilliant blue stars. He often wears a toga and sandals, and carries the Philosopher’s Crook with him wherever he goes. His voice is like brazen trumpets when angry, or like panpipes when calm. Combat If combat even looks like it may ensue, Murmer always summons or calls as many reinforcements to his aid as possible, trusting in their greater strength due to his Augment Summoning feat (this applies to his call devils ability as well). He is fond of preventing foes from closing by means of an intensified black tentacles, and does not hesitate to gate in further reinforcements should things look difficult. When his foes are busy, distracted by his lesser allies, Murmer will use Philosophical Conquest, sometimes weakening his foes’ resistance first with greater dispel magic and intensified touches of idiocy. Call Devils (Sp): As a standard action, Murmer, as a
vassal to a Lord of the Nine, commands the respect of lesser devils. As such, he can call devils or summon devils. The Duke may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Thrice a day, the Duke may summon the same spread of fiends listed above. The Duke may either call or summon in one day, not both. Murmer often uses this ability to call barregons to his side. Complicated Creed (Su): Murmer’s teachings twist in upon themselves, but it is still difficult to find the evil at the core of them. His alignment cannot be detected by any means, although spells and effects that otherwise affect evil creatures also harm him. Murmer can teach his Complicated Creed to any willing creature, and force some aspects of it on others - but such an individual must first fall sway to Philosophical Conquest, and fail at least three of the saves associated with it. Even then, an unwilling recipient gains a Will save DC 38 to avoid the effects. The following effects are possible as a result of teaching his creed to an individual: Add to the Doctrine: Primarily for those that can use divine magic, Murmer grants them greater access to such power by teaching them to awe their congregations. By adding their own thoughts and philosophies to the doctrine they preach, and mystifying the simple truths therein, such an individual can cast one additional domain spell of each level per day. The spellcaster must change their domains to Law and Evil, or some other domain approved by Murmer. If the individual had no domain previously, she now gains one, including the domain powers. The individual becomes Lawful Evil in alignment if she was not already. Spark of Self-Assurance: An affected creature can choose to trade up to nine levels of any class for sorcerer. He gains a +2 bonus to Charisma for every three levels traded in. Those who are already sorcerers can instead permanently trade in spell slots for a bonus to Charisma, on a three to one basis. Thus a sorcerer who permanently surrendered a 9th level slot would gain a +3 bonus to Charisma. The maximum bonus in either case is +6. The individual becomes Lawful Evil and can cast Vile Spells spontaneously. Sway the Masses: The affected creature gains the supernatural ability to use charm person or suggestion at will. The save DC for this ability is equal to 10 + ½ class levels + Charisma-modifier. The creature moves one step towards Lawful Evil for every eight times he uses the ability. No matter which effect is bestowed, the affected creature considers Murmer thereafter in the most favorable light, treated as being fanatic in attitude towards him. Unless a cleric of 21st level or above intervenes by casting miracle, followed by atonement, the creature’s soul becomes the property of Murmer to deal with as he sees fit. As well as the above effects, any creature under the influence of Complicated Creed cannot be detected as evil, and even retain class abilities that they would otherwise lose due to any change in alignment caused by this ability. Infernal Presence (Su): Murmer’s Infernal Presence has a Will save DC of 38. His caster level is 47th. Master of the Academy (Ex): Whilst within the halls
of the Academia Caniae, Murmer enjoys a +9 morale bonus to attacks, damage, checks and saves. In any other place of learning (a school, a library, a university, etc), he gains instead a +3 morale bonus to attacks, damage, checks and saves. Murmer cannot be banished from any building that has more than 99 books or scrolls within it. Philosophical Conquest (Su): The philosophies of Murmer, whether they are scathing attacks on others’ beliefs, or gentle assurances that there is no such thing as Evil or Hell, can have a profound effect on those that hear them. 3/day Murmer can speak and attempt a Philosophical Conquest. All creatures within 80 feet must succeed on a Will save DC 38 or recognize the Duke’s superiority and admire him for 9 rounds. Creatures that admire him are stunned. Should he so desire, Murmer can make a suggestion to each creature on each round that it is stunned, against which the creature attempts a save as per the DC above. Each failure, not including the original save check, increases the DC by +1. Thus, a creature that failed seven saves against the first eight suggestions would make a save against the ninth suggestion at a DC of 45. Any creature which fails to save against all nine suggestions becomes Lawful Evil and swears its soul in service to Murmer, leaving behind all other fealties and associations to study at the Academy. This is a mind-influencing effect. The DC is Charismabased. Spell-Like Abilities: At will—aid, animate objects, blasphemy, charm monster, continual flame, death knell, deeper darkness, desecrate, detect good, detect magic, dimensional anchor, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), imprisonment, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, remove curse, remove disease, remove fear, resist energy, suggestion, summon monster VII, speak with dead, unhallow, unholy aura, unholy blight, wall of fire, waves of fatigue; 3/day-blade barrier, destruction, earthquake, harm, mass charm monster, permanency, waves of exhaustion; 1/day-meteor swarm, protection from spells, power word blind, power word kill, power word stun, prismatic spray, symbol of pain, wish. Caster level 47th, save DC 22 + spell level (conjuration spells 23 + spell level). The save DCs are Charisma-based. Spells: Murmer can cast arcane spells 33rd level Sorcerer. All spell save DCs are equal to 22 + spell level (conjuration spells 23 + spell level). The save DCs are Charisma-based. Spells/day: 6/9/9/9/9/8/8/8/8/7/2. Sorcerer Spells Known: 0-acid splash, arcane mark, dancing lights, detect magic, ghost sound, prestidigitation, read magic, resistance, touch of fatigue; 1st-grease, mage armor, magic missile, shocking grasp, expeditious retreat; 2nd- acid arrow, eagle’s splendor, detect thoughts, touch of idiocy, web; 3rd-heroism, hold person, lightning bolt, vampiric touch; 4th-dimensional anchor, dimension door, enervation, black tentacles; 5thcloudkill, dominate person, hold monster, telekinesis; 6th-analyze dweomer, disintegrate, mass suggestion; 7th-mass hold person, plane shift, prismatic spray; 8thgreater planar binding, incendiary cloud, protection from spells; 9th-gate, summon monster IX, wish. Epic Spells: 5/day. Epic spells known: contingent true resurrection, curse of apostasy, greater epic mage armor, greater ruin, lure of loquacity, momento mori, spell worm, superb dispelling. Murmer loves to use lure of loquacity on foes. Stoic (Ex): Murmer’s tremendous pride and confi-
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dence have granted him immunity to critical hits, disintegration, ability damage, ability drain and energy drain. He is likewise immune to cold. Possessions: Murmer has access to many magical items due to his station, and can access scrolls of any spell in the Player’s Handbook should he require such aid. He always carries the Philosopher’s Crook, a large +6 Barbed Quarterstaff of Sonic Power that causes blindness on every successful hit (Fort save DC 25 negates). Because of its shape - that of a shepherd’s crook it also grants the wielder the Improved Disarm feat. Being barbed, it deals bludgeoning and piercing damage. Summoning Murmer Murmer desires fanfare and adulation when summoned, amongst other things. A throne worth in excess of 500gp is required for him to conduct an audience, and he rarely appears for less than three casters (33% chance). Finally, he always requires the sacrifice of one intelligent creature – a child for preference. This creature is not actually killed, merely offered to Murmer to be molded and shaped by him. Table 7-3: Bonuses to Summoning Murmer by Sacrifice Additionally, the presence of a performer (or a troupe of performers) playing a fanfare grant a bonus equal to one tenth of their perform check. This bonus is applied to Spellcraft checks (in the case of epic spells designed to summon Murmer) or Knowledge checks as part of an incantation. When the incantation is complete, an incredibly intricate and complicated piece of music begins to sound, its effect grating and belittling on those who hear it. A sand-
Sacrifice
Bonus Granted
Is a child
+5
Is highly intelligent (Int 15 or greater)
+5
Each additional caster beyond three (maximum 9)
+1
Two casters
-4
One caster
-8
Absence of a suitable throne
-8
laden wind rushes into the area, instigating a full-blown sandstorm for several seconds, before centering over the throne (or some other appropriate place in the absence of a throne) and coalescing into Murmer. With an arrogant gesture from the Duke of Philosophy, the music ceases. Murmer will use every opportunity to show his superiority to his summoners. Should the summoners injure his pride somehow, Murmer will attempt to break through any protections that they have employed so as to affect them with his abilities. Upon the cessation of dealings, Murmer disintegrates into sand, which is then caught up in a sandstorm once again. Those who have summoned him without appropriate protective magicks find that the sandstorm fatigues them with its fury, preventing them from breathing. A
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successful Fortitude save DC 18 avoids both the fatigue and the suffocation, but must be made for each round that the character is within the sandstorm (which lasts for six rounds). Suffocation continues after the sandstorm ends; only a remove curse or heal spell can end the effect.
CARREAU The Dissenter, Duke of Apostasy Duke of Hell Large Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A leaden trumpet, cloven in two, superimposed over a black, inverted triangle. Athar 12 Hit Dice: 48d8 + 384 (768hp) Initiative: +9 Speed: 50 ft., fly 100 ft. (good) Armor Class: 34 (-1 size, +5 Dex, +17 natural, +3 profane), touch 17, flat-footed 29 Base Attack/Grapple: +42/+57 Attack: Fallocantum +58 melee (3d6+22 plus 3d6 (unholy) plus 1 negative level (unholy)/ 19-20 x2 plus 6d6 (unholy) plus 2 negative levels (unholy)) Full Attack: Fallocantum +58/+53/+48/+43 melee (3d6+22 plus 3d6 (unholy) plus 1 negative level (unholy)/ 19-20 x2 plus 6d6 (unholy) plus 2 negative levels (unholy)) and 2 wing slams +52 melee (2d6+5) Space/Reach: 10 ft./ 10 ft. Special Attacks: Apostate Power, Banishment, call baatezu, Dishearten, divine prevention, divine retribution, spell-like abilities, spells, trumpet, Voice of Apostasy Special Qualities: Angel of Light, damage reduction 20/good and silver, darkvision 60 ft., divine and holy damage immunity, divine cancellation, divine interference, divine resistance, Duke of Hell qualities, immunity to electricity, fire and poison, low-light vision, magic circle against good, nondetection, regeneration 8, resistance to acid 20 and cold 20, see in darkness, spell immunity, spell resistance 46 (58 vs. divine spells), telepathy 500 ft., tongues, Unbeliever’s Troth Saves: Fort +34 (+36 vs. divine spells, +38 vs petrification), Ref +30 (+32 vs. divine spells), Will +38 (+40 vs divine spells) Abilities: Str 33, Dex 20, Con 27, Int 23, Wis 35, Cha 30 Skills: Bluff +75, Concentration +59, Diplomacy +85 (+91 with evil beings), Disguise +57 (+63 when acting), Forgery +53, Gather Information +14, Intimidate +71 (+77 against evil beings), Knowledge (arcana) +45, Knowledge (religion) +70, Knowledge (the planes), Listen +51, Perform (oratory) +53, Perform (wind instruments) +53, Sense Motive +51, Spellcraft +61, Spot +51, Survival +12 (+16 on other planes) Feats: Combat Reflexes, Corrupt Spell-like Ability B, Deceitful, Dodge, Heighten Spell, Improved Initiative, Mobility, Power Attack, Skill Focus (Knowledge: Religion), Spring Attack Epic Feats: Epic Evil Brand B, Epic Reputation, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Knowledge: Religion), Epic Spellcasting, Spell Stowaway (Heal) Organization: Solitary or with confederates (1-4 fallen planetars)
Challenge Rating: 34 Treasure: Triple standard base creature including Fallocantum Alignment: Lawful Evil Carreau was once a mighty messenger of the heavenly host; one the Heavens would not willingly have lost. He traveled frequently from the shores of the Silver Sea to the Material Plane, bearing messages of hope and salvation to those who held Celestia and righteousness in high esteem. It was Carreau’s fate to fall in love with a mortal woman, the queen of a mighty nation with whom Celestia kept in frequent contact. If the stories still told in Lunia are correct, the woman fell in love with him as well, but the two of them never spoke of their love, nor did they act upon it. Carreau, ever faithful, accepted the fact that love between a mortal and an immortal would not be condoned by his superiors. This notwithstanding, he managed to find excuses to visit his queen with messages as often as it was possible. Upon a time, he was urgently summoned to the queen. It was in the evening, and she was more beautiful than the stars, her perfume sweeter than the night-flowers. There were tears in her eyes as she explained the dilemma she faced, how it was that her lands were beset by demon-worshipping invaders, and that she needed angelic help to overcome this threat. Carreau took her message to his Lord, who reminded the messenger of the terms of the Celestial Compact. With bitter defeat like gall in his mouth, Carreau returned to his love to tell her the ill news. The queen was distanced from that time from Carreau, organizing a politically-based marriage in order to save her nation. She no longer sent her prayers to Celestia, and Carreau did not blame her. He watched her from time to time, and within him bitterness grew. His duties took him with similar messages of the seeming impotence of Heaven across many lands, and the seeds of doubt swelled into fruition. At last, in front of a high priest of Celzar, Carreau threw his trumpet to the ground, splitting it almost asunder, before declaring, “The Heavens are brass. They care for nothing but themselves.” Carreau wandered for a time, unsure of himself, with no message to bear. It was in this state that he met Murmer, the Duke of Philosophy. Murmer’s words worked against the gods without denying their power, and Carreau identified with this philosophy. He willingly followed the Duke, who had also been an angel at one point, into Hell, and studied at the Philosopher’s feet. Eventually, though, Carreau progressed beyond Murmer’s teachings: haunted by Heaven’s choice to keep itself aloof from conflict, particularly at the cost of his own love, the former messenger rejected the thought that the Gods had power at all. Leaving the cold Academia Caniae, Carreau traveled abroad with a new message, now openly working against divine power, particularly that of Heaven. He used his extensive knowledge of scripture and philosophy to confuse and bewilder, if not convince, those that he spoke with. Many came to see him, with his angelic form as beautiful and appealing as ever, as a savior figure, believing that he had saved them from servitude to the Powers. He taught them to doubt the words of the Gods, to refuse to believe their eyes when miracles occurred, to stop up their ears to the demands of the clergy, and to
dictate the course of their own lives. He furthermore encouraged individuals to serve their own selfish desires, teaching that love was a weakness through which the gods manipulate the Cosmos. His steps always returned to Hell, though, and eventually he found his way to Nessus, into the presence of Asmodeus himself. The Lord of the Nine forced the former trumpet malak to bend the knee, and promoted him to Dukehood. The court at Nessus speculates that this was more to keep Carreau in line, and to provide a method of control, than out of any real desire to increase the Apostate’s power. Carreau appears as a 12 foot tall humanoid with emerald green skin and silver-gold eyes. His wings are white like the driven snow, as are his robes, and his countenance shines with a faux holy radiance. His appearance as an ‘angel of light’ has led many a servant of good to stop and speak with him when otherwise they would not. Carreau carries his trumpet, Fallocantum, on his person at all times. It is fractured, and appears to be made out of lead, but he will not be parted from it. Among the denizens of Hell, Carreau counts Murmer and Caim among his allies. He has a healthy respect for Dispater, but loathes many of the angels who fell because of lust, particularly Semyaza. Carreau works most diligently to disrupt the work of the Virtues of Heaven, and any Lawful Good deity. Combat Carreau prefers to masquerade as an agent of good (using his high Bluff skill to fool alignment detecting spells), sowing seeds of doubt and apostasy amongst his foes, than to get involved in physical combat. Indeed, he is likely to teleport out of harm’s way should his usual guise fail him. On the rare occasions where he feels the need, or when he is unable to flee his foes, Carreau still tends to fight with a certain amount of subtlety, employing greater dispel magic or epic dispelling to negate foes’ protective magic (particularly effects that protect against mind influencing effects). He follows such efforts with his Dishearten ability, or a blast from his trumpet. Disheartened spellcasting foes may be a target for spell worm, whilst divine spellcasters in particular may be ignored, due to Carreau’s contempt for their class abilities (many of which he is immune to), but he tends to move close enough to them to allow his Divine Interference ability to disrupt their spells. Carreau always casts epic mage armor on himself at the beginning of each day, increasing his AC by 20. Once in melee, Carreau is a shrewd opponent, quickly assessing whether he needs to fight defensively and flee, or deal extra damage by means of Power Attack. Angel of Light (Ex): Carreau retains his appearance as a heavenly messenger, suffering no cosmetic changes due to his fall. He gains a +3 bonus on Bluff, Diplomacy and Intimidate checks made against good creatures (not factored into his stats above). As a consequence, he does not gain the usual cursed power of a fallen angel, and retains the tongues ability of the malakim choir. Apostate Power (Su): There are many across the Realities Beyond who have now heard Carreau’s message. Some of these go so far as to desire that Carreau share his god-thwarting power with them, and go to great lengths to meet with the Apostate. To such individuals, Carreau willingly bestows favors. He is able to grant a
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+3 bonus to all mind affecting abilities possessed by the client (this stacks with Spell Focus: Enchantment and similar effects); he is able to grant spell resistance against divine magic equal to the character’s level plus 10; or he is able to grant the client immunity to holy and divine damage. Thereafter, the client must make a Will save DC 38 each day or be disheartened permanently. Each successful save increases the DC by 3. There are no other adverse effects while the creature is alive, but on death the suitor’s soul is taken and rent by Carreau, so that no resurrection is ever possible, not even by means of wish or miracle. Apostate Power can be erased from an individual’s life only by the casting of a miracle, followed by an atonement spell. The client is considered to have spell resistance equal to his character level plus 20 against this effect, which cannot be suppressed. The save DC is Charisma based. Banishment (Sp): Once per day, Carreau can send away an extraplanar creature as per the banishment spell as cast by a 44th level Cleric. Call Devils (Sp): As a standard action, the Duke of Apostasy, as a vassal to a Lord of the Nine, commands the respect of lesser devils. As such, Carreau can call devils or summon devils. The Duke may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Thrice a day, the Duke may summon the same spread of fiends listed above. The Duke may either call or summon in one day, not both; if the Duke uses his calling ability, he cannot use his summon ability until the next day. Carreau generally summons erinyes to aid him in his duties, since they are the most comely of the devils. If faced with battle, however, he will always call pit fiends to his side, and instruct them to summon additional reinforcements. Dishearten (Su): Perhaps because his own love was destroyed because of heaven - or so he believes - Carreau cannot abide the thought of closeness between any two creatures. He finds it repulsive, and actively teaches that love is a weakness. He furthermore uses his influence to make cold the hearts of those he comes into contact with. 3/day, Carreau can dishearten his foes. As a full round action, Carreau speaks out against love and compassion, calling on hearers to ‘be true to themselves’. Hearers must succeed on a Will save or Sense Motive check (DC equals Carreau’s diplomacy check) or grow cold towards their friends and loved ones, and indifferent to enemies. An affected creature will not help any individual in need, will not work with another creature, and takes a -9 penalty on all Charisma based checks. In combat, such a creature will never use the aid another option, will allow allies to die rather than come to their aid (and actively try to prevent their resurrection), and, if a spellcaster, will tend to use spells and effects that will harm both friend and foe with no compunction or guilt. However, affected creatures are unlikely to enter combat without provocation from their foe, unless they succeed on another Will save (DC as above). Dishearten also ends rages, negates morale bonuses, and unravels the effects of bardic music; and spells or abilities that grant these effects cannot be used by a disheartened character unless she succeeds on a Will save (DC as above). This is a mind-affecting, language dependent ability. Divine and Holy Damage Immunity (Ex): Carreau is immune to damage from divine power, such as that
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from half the damage of a flamestrike spell. He is also immune to holy damage, such as that dealt by a weapon with the holy special ability. Holy weapons still bypass his damage reduction - only the holy damage itself is ignored. Divine Cancellation (Sp): Carreau can counterspell a divine spell by casting any spell of an equal level; it need not be the same spell. He must choose a target, ready an action, and make a Spellcraft check to determine the spell as normal. Divine Disavowal (Su): Carreau has spell resistance 58 versus divine spells. Divine Interference (Su): Carreau generates a field that interferes with all divine spellcasting (except his own). Any divine spellcaster within 10 feet of the Duke of Apostasy must make a caster level check (DC 51) in order to successfully cast the spell. Failure indicates that the spell does not take effect but is lost as though cast. This ability can be suppressed or resumed as a free action. Divine Prevention (Su): Once per day as a standard action, Carreau can bestow a +48 resistance bonus to saving throws upon a recipient. The bonus applies against the next divine spell to which the recipient is subjected, even beneficial spells such as bless and cure light wounds. If the recipient is unwilling, Carreau must make a successful touch attack and the target must succeed at a Will saving throw DC 51 or be subject to the bonus. Divine Resistance (Ex): Carreau has a +2 resistance bonus to saves against divine spells. This has already been factored into the stat block. Divine Retribution (Sp): When using Divine Cancellation, Carreau can reflect a divine spell back at the caster instead of causing it to fail. He can use this ability only on spells that target him personally, not areaaffecting spells or those targeting a different creature. Infernal Presence (Su): Carreau’s Infernal Presence has a Will save DC of 38. His caster level is 50th. Nondetection (Su): Carreau is constantly under the effects of a nondetection spell, as cast by a 50th level caster (DC 27). This ability can be suppressed or resumed as a free action. Spell Immunity (Su): Carreau is immune to the following spells: bestow curse, blasphemy, doom, holy word, and geas/quest. Spell-like Abilities: at will: animate dead, blasphemy, charm monster, continual flame, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), mass hold monster, message, mirage arcana, persistent image, polymorph, power word stun, suggestion, unhallow, unholy aura, wall of fire. 3/day: destruction. 1/day: meteor swarm, symbol of pain. 1/week: wish. Caster level 50th, save DC 20 + spell level. Spells (athar): 6 / 8+1 / 8+1 / 8+1 / 8+1 / 7+1 / 6+1/6+1/6+1/5+1; save DC 22 + spell level, caster level 37th. Carreau has access to the Evil and Law domains. Typical spells prepared: 0- no light, resistance x3, read magic, slash tongue; 1- angry ache x2, bless, command, divine favor, heartache, protection from good*, seething eyebane, shield of faith; 2- aid, desecrate*, eagle’s splendor, hold person, owl’s wisdom x2, silence, spiritual weapon, wave of grief; 3- bestow curse x2, dispel magic x2, love’s pain x2, magic circle against good*, protection from energy, wrack; 4- cure critical wounds,
damning darkness x2, death ward, divine power, restoration, spell immunity, stop heart, unholy blight*; 5dispel good*, dispel good, flamestrike, greater command, insect plague, morality undone, power leech, true seeing; 6- blade barrier, create undead*, fiendish quickening, greater dispel magic, harm, heal, thousand needles; 7- bestow greater curse x2, blasphemy*, blasphemy, dictum, greater restoration, wretched blight; 8antimagic field, dimensional lock, evil weather, fire storm x2, pestilence, shield of law*; 9- apocalypse from the sky, despoil, energy drain, gate, soul bind, summon monster IX (evil creatures only)*. *Domain spells. Epic Spells: 5/day. Epic spells known: epic mage armor, greater ruin, nailed to the sky, spell worm, superb dispelling. Caster level 37th, save DC 30. Carreau is usually under the effects of epic mage armor (armor bonus not factored into stat block; 33% chance that he has used a spell slot for the day to cast it, otherwise the spell was cast on a previous day and the duration has not yet expired). Trumpet (Su): Fallocantum (“false sound”) is Carreau’s fractured trumpet, a remnant of his days as a heavenly messenger. At his command, it transforms into a large +6 unholy power greatsword as a free action. At will as a standard action, Carreau can blow on the trumpet to produce a note so discordant that all within 90 ft. must succeed on a Fortitude save DC 38 or suffer 6d6 points of sonic damage and be confused for 9 rounds. A successful save halves the damage and negates the confusion effect. Divine spellcasters that fail their save are unable to use divine magic until the end of the confusion effect. Unbeliever’s Troth (Ex): Perhaps he did not entirely believe his own words at first, but Carreau has been preaching his apostate message for so long now that he believes it to be nothing but the truth. Carreau cannot be caught in a lie by magical means of any sort, although a deity, or a creature with a high enough Sense Motive modifier, might see through his deceptions. Furthermore, Carreau’s devotion to destroying the power of the Gods lends him great power: for the purposes of the divine prevention, divine interference, and divine disavowal abilities, he is treated as an Athar of his total HD. This has already been factored into the stat block. Voice of Apostasy (Su): Carreau’s voice is melodious and enticing, and his knowledge of scripture is legendary. Using forged, altered copies of texts, and his great depth on knowledge of religion and philosophy, Carreau can enter into a debate with any creature with divine connections (e.g. levels of cleric or paladin, or an outsider with alignment based subtypes) in an attempt to show them ‘the error of their ways’. Three times per day, Carreau begins to speak his doctrine as a full round action. His opponent is given a chance to respond (this exchange is simulated by an opposed Knowledge: Religion check). Should Carreau fail the exchange, nothing happens to his foe, but this still counts as a use of the ability. Should Carreau win the exchange, his opponent is stunned and cannot access divine magic for 9 rounds; furthermore, Carreau may opt to continue to speak for further effects. After a successful check in the second round, his opponent must make a Will save DC 38 or revoke her association with her deity. After a successful check in the third round, his opponent must succeed on another Will save DC 38 or else change her alignment to Lawful Evil. This is a language dependent, mindaffecting ability. The save DC is Charisma based.
Summoning Carreau Carreau demands the sacrifice of a holy relic or symbol in order to summon him. The item must be worth in excess of 500gp, and must have been of worth to the summoner at some former point. Upon completion of the ritual, tomes of holy writ appear at each point of the compass, opening so that the pages face outwards. Illuminated script can then be seen to writhe and change, meanings become garbled, and myriads of pages are torn from the books, forever altering the content. The torn pages coalesce in the center of the spectacle, by degrees looking like the feathers of a set of angelic wings. The wings unfurl, and Carreau appears in the midst, shining like a beacon. When the summoning ends, Carreau flares his wings wide, and a blinding light flashes through the area. When the light dies, he is gone. Mundane writings of any sort will, upon inspection, have been altered in meaning and content, generally so that they demean the heavens, or justify the dealings of the Pit. Magical writings (including spellbooks and scrolls) are unaffected so long as appropriate protections have been put in place (such as the epic spell summoning sanctuary); if not, each text receives a Will save DC 18 to avoid becoming garbled and useless (use the Will save bonus of the possessor of the writing).
MARTINET, Constable of Nessus Duke of Hell Medium Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A small red pentagram within a large black, inverted triangle surrounded by a red circle Cleric 29/Hierophant 5 Hit Dice: 54d8 + 528 (960 hp) Initiative: +14 Speed: 50 ft., fly 70 ft. (average) Armor Class: 58 (+6 armor, +6 deflection, +10 Dexterity, +21 natural, +3 profane), touch 25, flat-footed 44 Base Attack/Grapple: +37/+42 Attack: The Black Baton +49 melee (1d8+11 + 2d6 (lawful) + 2d6 (unholy); or claw +42 (1d10 + 5) Full Attack: The Black Baton +49/+44/+39/+34 melee (1d8+11 + 2d6 (lawful) + 2d6 (unholy); or 2 claws +42 (1d10 + 5), 2 wings +37 melee (1d8 + 2), and tail slap +37 melee (1d10 + 2) Space/Reach: 5 ft./5 ft. Special Attacks: Blast infidel, call devils, Constable of Hell, Infernal Presence, rebuke undead or outsiders 13/day (+10 to checks), spell-like abilities, spells Special Qualities: Damage reduction 20/good and silver, darkvision 60 ft., divine reach, Duke of Hell qualities, immunity to fire and poison, Infernal Ambassador, Infernal Diplomat, mastery of energy, regeneration 7, resistance to acid 20 and cold 20, see in darkness, spell resistance 52, telepathy 500 ft. Saves: Fort +42, Ref +45, Will +50 Abilities: Str 21, Dex 30, Con 24, Int 28, Wis 36, Cha 31 Skills: Balance +12, Bluff +48, Climb +26, Concentration +59, Diplomacy +67 (+73 with evil beings), Disguise +33 (+37 in character), Gather Information +50, Heal +18, Hide +31, Intimidate +37 (+43 against evil beings), Jump +28, Knowledge (arcana) +51, Knowledge (history) +19, Knowledge (local) +35, Knowl-
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edge (the planes) +61, Knowledge (religion) +66, Listen +36, Move Silently +31, Search +32, Sense Motive +38, Spellcraft +70, Spot +34, Survival +13 (+17 on other planes, +15 following tracks), Tumble +31 Feats: Cleave, Corrupt Spell, Corrupt Spell-like Ability B , Dark Speech, Eschew Materials, Extend Spell, Improved Initiative, Investigator, Iron Will, Negotiator, Power Attack, Quicken Spell, Quicken Spell-like Ability (destruction), Spell Focus (enchantment), Spell Penetration, Weapon Focus (morningstar), Epic Feats: Automatic Quicken Spell (x3), Bonus Domain (Knowledge), Epic Evil Brand B, Epic Spellcasting, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Multispell, Planar Turning Environment: Nessus, Ninth of the Nine Hells of Perdition Organization: Solitary, or squad (1 - 4 Nessian pit fiends) Challenge Rating: 40 Treasure: Triple standard plus the Black Baton and the Constable’s Keys Alignment: Lawful Evil There is no doubt that the most powerful and influential Duke of Hell is Martinet, the Constable of Nessus and the Voice of Asmodeus. There is also little doubt that he is the single most despised Courtier of Perdition and that many, particularly the Lords of the Nine, eagerly anticipate the day that his favor before the eyes of The Overlord dims. Fortunately for Martinet, he is well aware of the fine line he walks and he revels in it, knowing full well that Asmodeus is not prone to flippancy or sudden change and that, so long as he stays absolutely loyal to The Overlord - or at least, as loyal an appearance as necessary - he will be able to continue behaving as if he were an equal to the Lords of Hell. Martinet is one of the oldest Dukes and many suspect that he may even be one of the first pit fiends. His name has been found in texts and grimoires that date back to the Days of Antiquity when Lucifer the Satan ruled Hell and there were few fallen angels in Perdition. Indeed, Martinet was even then on the Court of Light, a midlevel pit fiend who had risen in station due to his gilded tongue and his unswerving loyalty to Lucifer. But, Martinet was, as he is now, loyal only to Martinet and Hell. When it became apparent that Lucifer’s almost personal war with the Realms Above and the rest of the Cosmos could bring ruin to Hell, Martinet was among the first to join with the conspiracy led by a relatively unknown arch-devil called Asmodeus. Martinet became Asmodeus’ right hand throughout the conspiracy and the subsequent coup. It is said that when Lucifer spied Martinet among the conspirators just before his fateful and final confrontation with Asmodeus that he was struck speechless at the presence of his most loyal servant among traitors. For his dedication to Hell and Asmodeus, the new Overlord promptly promoted Martinet to Duke of Hell status and named him the Constable of Nessus. As the Constable of Nessus, Martinet was initially responsible for the armies of the Darkest Land of Hell, and he stood high in the Infernal Court. Unlike most of the higher armies, which were martial in nature, the army Martinet led was far more religious and philosophical as it was charged with waging an intellectual war against
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those who would challenge the new hegemony Asmodeus hoped to build. They infiltrated not only the other armies of Hell, but also the worlds of mortals and outsiders alike. In the centuries prior to the Dies Irae, Nessus and servants of Asmodeus tended to dominate the vast bulk of devil worship among mortals and the armies of Nessus served as the main diabolical fodder for summons, gates, and calls. Indeed, when powerful mortal wizards and clerics called directly on Asmodeus, it was Martinet with whom they treated most often. Martinet’s success with the Nessian armies was such that he became privy to all but the most delicate bits of information not just within Hell, but throughout Creation, and he channeled all he knew to his master. It was Martinet who first heard wind of The Great Fall; he was also the diplomat who escorted Eblis, Beelzebul and other fallen angels to Malsheem. It was Martinet who met with Kiaransalee and gave her the key to Orcus’ defeat courtesy of Asmodeus. It was Martinet who, alongside Geryon, tricked the Lords of the Nine into meeting in locked battle before the gates of Malsheem during the Dies Irae that resulted in their complete defeat. Aside from the Court of Dis, no other devil can claim as many contacts as Martinet, and his network of associates (not spies, as is the case with Beelzebub) has made him numerous allies and countless enemies beyond Hell. As the Voice of Asmodeus, Martinet speaks for Asmodeus in all things. Martinet is the one who typically interacts with the Lords of the Nine, the Heirs of Hell, and the Grand Dukes on matters of Infernal business; all know that his words are those of Asmodeus. However, on occasion, Martinet has been known to insert his own ideas into the instruction Asmodeus has given. He never makes drastic adjustments or demands, but has reaped quite a bit of additional wealth over the years because of his manipulation of Asmodeus’ decrees. What Martinet does not know is that Asmodeus takes into account his Constable’s behavior when he sends him to treat with others; to date, Asmodeus has not found Martinet’s petty scrambling for more power a problem, but if he does, The Overlord will rein his servant in quickly. Martinet behaves with a smugness that brings rage even to the stoic face of Dispater, and burning anger to the cold soul of Mephistopheles. Martinet, although knowing he is not an equal to the Lords of the Nine, knows that no one can touch him or harm him save Asmodeus’ will. Indeed, each Lord has dozens of contingencies in place to destroy Martinet immediately should Martinet ever fall from favor with The Overlord. Aside from the Lords, Martinet regularly involves himself with the affairs of gods in Hell, with powerful mortal servants in the Realities Beyond, and with any other being with which Asmodeus has an interest. While the gods of Hell hate Martinet with a passion rivaling that of the Lords of the Nine, others view Martinet with a great deal of fear and respect, knowing that his is the single most important voice in Hell. Indeed, mortals always offer elaborate ceremonies and sacrifices in the Constable’s honor when they learn of an intended visit. Martinet loves the attention and makes no attempt to hide his pride, which has grown tremendously over the millennia. Martinet is the second highest member of the Order of the Lie, although he does not technically answer to Adremalech. Indeed, Martinet avoids the former Lord of the Fourth, whom he does not trust and views as a threat to Hell. Martinet is the perfect voice piece of a decadent, tyrannical government. He is the public face that speaks
that which he is instructed without any regard for how vile, unethical, or evil his words and intent are. Martinet does not question the woes that Asmodeus has brought to Creation and, indeed, believes that by continuing to stand behind Asmodeus he will reap fantastic rewards for his service. However, Martinet is loyal not so much to Asmodeus as he is loyal to Hell. Martinet believes in the dictate of his government and its ideals, which he believes are realities that need to be spread across the entire Cosmos. His betrayal of Lucifer was in defense of the indefensible: the proliferation of Hell. Should Asmodeus ever reveal that he is a liability to the existence Martinet supports, the Constable would betray him at the soonest opportunity. Martinet is the classic devil. Standing at 6 feet, Martinet’s torso and arms are those of an athletic, slender man while his legs are like those of a hairless goat, complete with a long, barbed tail. His entire body is a hell-fire red, including the massive, bat-like wings that are usually furled at his back. His face is narrow and chiseled, with a look of amused arrogance typically accompanied by a smug smile. Martinet’s eyes are large and emit a golden glow, while long black horns rise from his forehead. He always wears rich black and red livery covered in pentagrams, inverted triangles, and Asmodeus’ symbol. He is never without his Black Baton, and often has an imp named Damien, who has a tendency to ask rhetorical questions when Martinet meets with others. Combat Although more than capable of holding his own in a physical conflict, Martinet is no fighter. He absolutely despises getting personally involved in violence, which is why he is almost always accompanied by a squad of Nessian pit fiends. When threats arrive, Martinet is quick to order his squad to action before plane shifting or teleporting away. However, if fighting proves to be the only option, Martinet will always begin by activating his Infernal Presence and calling another pit fiend. He will then cast epic mage armor and follow up with any number of powerful spells, spell-like attacks, or epic spells depending on the situation. Call Devils (Sp): Once per day, Martinet can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day, Martinet may summon 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends (Martinet may either call or summon in a day; he may not do both). Martinet has no qualms about immediately calling a couple pit fiends and instructing them to bring in more reinforcements if it appears that combat is imminent. In any case, Martinet is almost always accompanied by a squad of Nessian pit fiends whenever he travels beyond Nessus. Cleric Spells per day: 6 / 9+1 / 8+1 / 8+1 / 8+1 / 8+1/6+1/6+1/6+1/6+1/3/3; base DC 23 + spell level, 24 + spell level for Enchantment. Caster level 49th ; caster level 50th for Divination, Evil, and Lawful spells. Martinet chooses domain spells from the Evil, Knowledge and Law domains. As a Duke of Hell, Martinet has access to every cleric spell in the Player’s Handbook. Martinet typically prepares spells that will enhance his effective-
ness as a diplomat and those that will protect him from harm or threat; he typically has a few powerful, offensive spells as well. Typical spells prepared: 0 – guidance x2, inflict minor wounds, resistance x2, virtue; 1st – detect secret doors*, bane x2, bless, curse water, divine favor, doom x2, shield of faith x2, 2nd – calm emotions*, bear’s endurance, bull’s strength, death knell, eagle’s splendor, enthrall, hold person, owl’s wisdom, spiritual weapon; 3rd – clairaudience/clairvoyance*, bestow curse x2, contagion x2, magic circle against chaos, prayer x2, stone shape; 4th – order’s wrath*, damning darknessVD, death ward, dimensional anchor, discern lies, poison, restoration, stop heartVD, tongues; 5th – true seeing*, greater command x2, morality undoneVD x2, resonating resistanceVD, slay living, true seeing, wall of stone; 6th – find the path*, blade barrier, fiendish quickeningVD, forbiddance, geas/quest, harm, heal; 7th – legend lore*, bestow greater curseVD, control weather, dictum x2, fiendish clarityVD, imprison soulVD; 8th – discern location*, antimagic field, dimensional lock, earthquake, fire storm, quickened damning darknessVD, quickened death ward; 9th – foresight*, apocalypse from the skyVD, energy drain, gate, implosion, miracle x2; 10th – quickened blade barrier, quickened harm, quickened heal; 11th – quickened blasphemy, quickened wretched blightVD, quickened death by thornsVD. VD
Spell found in the Book of Vile Darkness. * Domain spell.
Epic Spells: 5 per day. Spells known: contingent true resurrection, epic mage armor, greater ruin, soul dominion, tyranny. Martinet typically has epic mage armor prepared, and will often cast greater ruin when in the midst of heated battles. Constable of Hell (Ex): As the Constable of Hell, Martinet is charged with maintaining his Lord’s order throughout Hell. Thus, Martinet is often sent out to retrieve or constrain those who have offended Asmodeus and he must do so quickly before the condemned can escape. A reflection of his power as Constable of Hell is that Martinet uses the entirety of his HD to determine the DCs of all special attack saves. Martinet exudes a powerful enchantment that prevents any devil or servant of Hell (devil-worshippers, mercenaries, and the like) from using extraordinary means to escape, like dimension door or greater teleport. All within 90 feet of Martinet must make a Will save DC 47 to use such means. Martinet may determine which beings within the radius are affected, and may use this ability as a standard action. Furthermore, Martinet may cast trap the soul on any devil or servant of Hell 3/day as a 46th level caster. This functions as the spell except the target suffers a -15 penalty to his SR (if applicable) and does not gain a Will save. The target’s soul is typically trapped in The Black Baton. Only arch-devils with official status within Hell and the Lords of the Nine are immune to this ability; however, Martinet will not use this power lightly on Dukes of Hell or high-ranking pit fiends and agents of Hell without good cause. Martinet may also scry on any devil or servant of Hell as if he were a 46th level caster. Martinet’s enviable rank as the Constable of Hell makes him resistant to all but the most powerful attacks from devils. Any devil or servant of Hell that attacks Martinet suffers a -9 penalty to attacks, a -9 penalty to all DCs, and -9 penalty to Initiative. Although the Lords of the Nine are immune to this effect, all other devils
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(including Dukes and arch-devils) are not. Infernal Ambassador (Ex): Martinet is the Voice of Asmodeus and, in order to facilitate this role, The Overlord has granted Martinet powers typically reserved for an arch-devil. Martinet may cast astral projection, etherealness, or plane shift as a 46th level caster at will. With these spells, Martinet can enter any plane, domain, or realm without risk of suffering any form of damage based upon the location’s nature. Thus, if Martinet plane shifted to the Elemental Plane of Ice, he would suffer no cold damage; likewise, if he entered Lunia, the First Heaven and bathed in the Silver Sea, he would not suffer any holy damage from the water. Martinet may enter any cosmic or divine realm, or hallowed site without threat of harm, although he cannot mask his presence. Furthermore, Martinet may also call or summon allies to these locations. Once Martinet enters, he acquires either a flat +3 bonus to his armor class and saves, or a bonus equivalent to the divine rank or virtual divine rank of the being that controls the area. Thus, if Martinet enters a temple hallowed to Nemaria, he would receive a +17 bonus to his armor class and saving throws. These bonuses are continuous so long as Martinet does nothing to physically or psychically harm another within the area. If this occurs - even in response to an attack from another source - Martinet retains the bonuses for three rounds after which the bonuses disappear. Finally, Martinet can commune with Asmodeus 9/day. Unlike the typical commune, Martinet cast this version as a standard action and suffers no chance for misinformation or adverse affect unless Asmodeus wills it. It is believed that Martinet is also a focal point for Asmodeus’ Hell’s Mouth, although these rumors are as of yet unconfirmed. Infernal Diplomat (Su): The Voice of Asmodeus is exceedingly versed in acts of diplomacy, particularly among Fiends and those that serve them. Martinet gains a +9 circumstance bonus to his Bluff and Diplomacy skills when treating with fiends, fiend worshippers, or those working for fiends. Furthermore, Martinet can offer suggestions to these beings during the course of regular conversation. 3/day, as a full round action, Martinet can affect all he selects within 30 feet with a suggestion as cast by a 46th level caster if they fail a Will save DC 47. Infernal Presence (Su): Martinet’s Infernal Presence has a Will save DC of 47. His caster level is 46th . Spell-Like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day - destruction; 1/day - meteor swarm (any), symbol of pain; 1/week - wish. Caster level 46th; DC 20 + spell level. The Black Baton: Martinet always carries his office standard, a sleek, onyx baton. Both ends are studded with sharpened diamonds that give off a luster similar to that of a distant star. The Black Baton strikes as a +6 axiomatic, unholy morningstar. In addition, 3/day the Black Baton may grant Martinet a +10 circumstance bonus to his rebuking power or to any skill; it may also,
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3/day, grant Martinet a +4 increase on the DC of a Diabolical Adaptation, his Infernal Presence, a spell, or a spell-like ability. In either case the bonuses are assumed as a free action. The Constable’s Keys: Martinet has the right to access any location in Hell save for the personal abodes of the Lords of the Nine so long as he always carries the Keys of Hell, better known as the Constable’s Keys. The Constable’s Keys are a pair of beautiful gold bracers with an elaborate relief of the Gates of Hell and the famous inscription “Abandon All Hope” written in at least nine dead languages. When Martinet wears the Keys, not only are all locks unlocked and traps disarmed (and rearmed in Martinet’s passing) when Martinet enters the private domains of lesser devils, the bracers also enhance his defense. The Constable’s Keys provide Martinet with a +6 armor bonus to AC, a +6 deflection bonus to AC, and a +6 resistance bonus to his saving throws. The Keys cannot be removed from Martinet without the express will of The Overlord, which - as far as Martinet is concerned - is a reflection of his elevated status in Hell. In reality, the Keys are enchanted by Asmodeus to instantly destroy Martinet with no save if he commits any act of treason against Hell. Possessions: Aside from the Black Baton and the Constable’s Keys, Martinet only rarely carries magic items from Malsheem. As the Constable of Hell and Asmodeus’ right-hand devil, Martinet has access to virtually every item in any source so long as Asmodeus allows it. Summoning Martinet Martinet demands rare unguents and incenses to the value of 9,999gp to be burnt as a sacrifice to facilitate his summoning. Furthermore, he requires the presence of nine additional persons during the summoning, whose only purpose is to sing an unholy dirge. Upon successfully completing the summoning ritual, the ground in the area of effect falls away to reveal a yawning pit, the depths of which glow with an unholy fire. Ascending from within this pit, Martinet appears clad in unholy vestments of red and black, and clasping his Black Baton. Disembodied souls rise from the pit at his summoning to form a dais upon which he stands. After dealing with the summoners, Martinet descends back into the pit in utter silence. The dais is rent into nine pieces, as a shrieking gale begins, pulling all within the area of effect toward the pit. The winds persist for three rounds before the earth heaves and the pit is covered over. Note that creatures that have attempted a summons without the proper protections may be affected by both the winds and the earthquake (treat the winds as hurricane strength, and the earthquake as if cast by a 27th level sorcerer).
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varrasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design: Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Alan Jacobs Richardson, Adam Silva-Miramon, William Teebay, Simon Xu
It was not until I uttered the final phrase that I was sure that I had performed the invocation correctly. Even so, I could not help but wonder whether I had erred in my judgment. I quickly put aside the notion. I am rarely wrong and this summons had a great purpose. With the knowledge acquired, I would come closer to uncovering the secret after which I’ve sought for eons. My goal, of course, was to bring a devil to Oriund. Not just any devil, but a devil god, an arch-devil. The rulers of Hell themselves use no less an appellation, and though I did not seek one of the Nine, I sought a being of similar power. Now, after long searching and endless research, I thought I had uncovered the forbidden magic that would achieve my goal. A horrendous cry, as if the very gates of Hell were being torn from their hinges, filled my ears. An unspeakable stench choked the air. Even my sanity was attacked as if coherent thought were some garment that could be rent and torn, leaving me naked to the horrors of the depths below. Were I a weaker man, I would have cried out to the gods for help at that point. But I am not weak nor am I a hypocrite. I had damned myself long ago in their eyes. It was in my own power, the wards I had woven and strengthened over many long days, that I placed my confidence. The bedrock that lay within the magic circles sank slightly. A myriad of cracks and scars appeared over the floor’s surface, tracing a web-like design that vented sulphorous steam into the otherwise sterile air of my laboratory. In the midst of the hellish vapors I heard a cry of outrage, and I marked the silhouette of a single creature. Quickly I mumbled a spell, and a moderate wind swept through the area, clearing the vapors away, and revealing a creature lizard-like in appearance. Loose, black robes covered its frame. Only the elongated, slightly reptilian head, and curiously hand-like feet, could be easily seen. It was obvious and intended that the creature had been hurt by its unexpected journey. Rage marked its form as it slowly turned its attention to me. The look of murder in its eyes quickly faded. Perhaps it saw the disappointment in my own eyes. Doubtless, it recognized me as well. I spoke quickly to establish the parameters of this parley. This creature could only appreciate power and I have plenty of that. “You are no arch-devil,” I stated in a flat voice. The creature drew itself up to its full height, only six feet or so, and looked down its almost nonexistent nose at me. “Just as well, or you would be dead now.” Its voice, though bold, was nasal and muffled. “Do you know me?” The creature regarded me cautiously. It nodded. “Then you know I do not fear you nor your fallen master.” I smiled as the creature’s eyes narrowed; this devil knew many secrets, but I had studied him and knew him by reputation and appearance. I did not, however, use his name, nor the name of the Lord of Flies, this devil’s master. Such a thing would have been most foolish The lizard-devil – it is safe to refer to him in such a manner or as “The Snitch” – tested the air with a forked tongue. “Perhaps I can be of service to you,” he suggested, managing to hide the greed which I knew was growing within him, greed enough to exceed his fear. He well knew that I held him in a position of weakness; I could banish him for an age, or destroy him if I chose. I knew that he doubted his ability to prevent me in either thing. “Perhaps,” I responded, amused at the creature’s temerity. Bargaining with such a being would be foolish. More foolish than calling him by name. Feeling emboldened by my response, the creature continued. “I’m sure we can come to some arrangement. I can ferret out secrets such as you never dreamt of.” I was not about to play things his way. “The arrangement is simple,” I announced. “You speak and you are free to go; otherwise, I will destroy you. You please me and you are free to go; otherwise, I will destroy you.” “So self-assured you are, mortal,” said the Snitch with a look of false hurt in his eyes, the devil’s show of mock bravado. “What matter is so important that you risk your soul in facing me?” I smiled a grim smile. “Tell me, Snitch, of the Hidden Lord.” Unconsciously the devil cringed. “Would that you had asked me to speak of Eblis or Sammael,” he spat. “Fewer consequences in risking their ire. Must it be of that arch-devil we speak?”
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I nodded solemnly in reply, watching with interest as the Snitch began to shiver. “I know enough of all arch-devils save him alone. Tell me of the Hidden Lord… or is he beyond the webs of your master?” The trembling increased at that, and I recognized that the devil was shaking not out of fear, but out of anger and shame. “I can tell you nothing of the Hidden Lord, Maker,” whispered the Snitch at length. “He hides where I dare not seek.” I sighed at his response. I had heard similar before, though never from one ranked so highly as the Duke of Secrets. Shaking my head, I squared my shoulders. “So be it. I will keep my end of the bargain.” Resolutely I stepped within the circle. An excerpt from the Memoirs of Mammun, as found in Jaimin D’Elcrys’ Commentary Diabolique. The Memoirs of Mammun is officially accounted a “lost book”, and unofficially accounted nothing more than a myth.
There is much confusion about the distinction between arch-devils and the god-like Lords of the Nine. The Lords of the Nine are the nine arch-devils that rule the Nine Hells. Eight of the Lords are of quasi-divine status, although they wield near omnipotent power on their respective layers, and significant power beyond; Asmodeus, The Overlord of Hell, is something more than a Lord of the Nine, possessing might, wit, and intellect rivaling (and, some legends insist, surpassing) that of the greatest gods. Arch-devils, however, are something different. Simply put, an arch-devil is a devil of such power that, while it does not rule a layer of Hell, it exists as a near perfect representative of Lawful Evil, and commands servants of Lawful Evil to a degree almost equal to that of the Lords of the Nine. In the end, all Lords of the Nine (save Asmodeus) are arch-devils; most arch-devils are not Lords of the Nine. The arch-devils make up the second strata in infernal nobility, towering above the Dukes of Hell in station, but still less politically and physically powerful than the Lords of the Nine. Most arch-devils have committed some manner of crime against Hell (i.e. Asmodeus), although many have no idea what it is they did wrong. On occasion, Asmodeus will simply decide to cast down a current Lord of the Nine, promote a Duke of Hell to arch-devil status and immediately banish her, or allow an arch-devil to function as an infernal diplomat of sorts (like Gargauth of the prime world of Toril). The best known most recent reshuffling of arch-devils occurred with the Dies Irae, when it appeared that Asmodeus would finally lose his almost eternal rule of Hell. At the end of the conflict, when Asmodeus once again emerged victorious and unscathed, The Overlord of Hell cast out the then Lord of the Fifth, Geryon (interestingly the only Lord who remained loyal to him), and promoted a formerly imprisoned arch-devil well-known for his treachery in the past, one Prince Leviathan. Likewise, he threw Moloch, the Lord of the Sixth, out of Hell and granted the position back to the arch-devil Lilith. In eons past, there were even greater purgings across the ranks of the arch-devils and many suspect that more such changes will occur with the so-called Gathering Darkness. It is unknown how many arch-devils exist, although there are at least 27. It is generally accepted by those in the know that the original arch-devils (which included Dispater, Leviathan, Lilith, and Mephistopheles) were once the malefircareim that emerged whole from the blood of The Overlord of Hell when he plummeted into the Depths Below, creating the Nine Hells as he fell. It is also believed that while most malefircareim were de-
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stroyed by Lucifer the Satan before the Dawn of the Gods, a fair number were granted arch-devil status; while most were subsequently exiled Hellish politics, a few – like Merorem the Darkwind – were granted official station in Hell. Other arch-devils appeared with the coming of fallen angels; whether from the Voyeurs (like Semyaza) or The Fallen (like Astarte, Beelzebub, Belial, and Moloch), most of these were likewise granted infernal cosmic power, but denied a true role in Hell’s official politics. Despite sharing the appellation of “arch-devil”, these scion devils are very much individuals with varying goals, power, and interests. They are extremely powerful and so dangerous that even the Lords of the Nine treat them with caution. A few are exiled to the first layer of Hell, Avernus, although a fair number have their own “realms” in places like Gehenna, the Plane of Elemental Fire, and The Outlands. Due to their unique station in the hierarchy of Hell, few command vast numbers of devils, but all have powerful servants at their disposal. Some are not above working with daemons, demons, and even celestials in pursuit of their desires. Arch-devils are purveyors of tyranny, stealth, corruption, betrayal, and all other aspects of Lawful Evil. They are never to be handled with anything less than supreme respect and the utmost prudence.
The Arch-Devil Template Creating an Arch-Devil "Arch-devil" is a template that can be added to any Duke of Hell, malefircarim, or Lawful Evil Fallen celestial with at least 30 HD. On rare occasions (DM discretion), Asmodeus, The King of Hell, may grant this boon to other powerful Lawful Evil creatures with at least 31 Hit Dice; mortals promoted in this fashion must be at least 31st level. Ascended mortals will use the totality of their character class in place of HD where HD is used as a basis upon which to determine DCs unless otherwise noted. Additionally, when used on a Duke of Hell, many of the arch-devil adjustments do not stack unless otherwise noted. The base creature's sub-types change to Extraplanar, Evil, and Lawful. An arch-devil uses all the base creature's statistics and special abilities, and special qualities except as noted here: Hit Dice: The arch-devil receives maximum hit points per Hit Die. Speed: The base speed of the creature is increased by
30 to all modes of movement except fly; this stacks with the increase granted by the Duke of Hell template. All arch-devils gain the ability to fly 200 ft (perfect). If the base creature had a better fly speed, it retains that speed. Armor Class: If the base creature or Duke of Hell already has a natural armor class, it remains the same. If the base creature does not have an inherent natural armor class, it gains natural armor of +20. In either case, the creature gains a +6 profane bonus to armor class (which overlaps with that possessed by the Duke of Hell template) and a deflection bonus to Armor Class equal to its Charisma bonus. Arch-Devil Qualities: The arch-devil retains the base creature's special qualities. The arch-devil also gains the following:
• Immunity to fire and poison. • Resistance to acid 30 and cold 30. • See in Darkness (Su): The arch-devil can see perfectly in darkness of any kind, even that created by a deeper darkness spell. • Telepathy 1,000 ft. • Damage Reduction: The arch-devil acquires damage reduction 30/epic, good, and silver; if the damage reduced number for the base creature was higher, the arch-devil retains it, although the material(s) necessary to breach the reduction are replaced with epic, good, and silver. • Regeneration (Ex): Regeneration equal to double the arch-devil’s Constitution modifier. The arch-devil takes normal damage from epic, good-aligned silvered weapons, or from spells and effects with the good descriptor. • Spell Resistance equal to the arch-devil’s challenge rating +12. • Arch-devil Awareness: An arch-devil can sense anything within one mile around the mentioning of its name, titles, or an item of importance to it for up to one hour after the event. This power is barred from places associated with gods of goodness, the Lords of the Nine, and beings with divine ranks or cosmic ranks of 1 or higher. • Divine Rank 0: As part of the higher-level nobility of Hell, the arch-devil gain a degree of might unknown to mortals and common devils. An arch-devil gains immunity to polymorphing, petrification, or any other attack that alters its form. An arch-devil is not subject to energy drain, ability drain, or ability damage. An arch-devil is immune to mind-affecting effects. An arch-devil is immortal and cannot die from natural causes. An arch-devil does not age, and does not need to eat, sleep, or breathe. The only way for an archdevil to die is through special circumstances. Call Devils (Sp): Like the Dukes of Hell, arch-devils are able to call devils. However, despite their vaunted status as near supreme devils, many arch-devils rarely attempt to call common devils, fearing the wrath of The Overlord of Hell. Additionally, many common devils, aware of the outcast nature of most arch-devils, often ignore calling attempts. As a standard action, an archdevil can attempt to call devils. The arch-devil may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. An arch-devils commands more powerful devils than average. When the arch-devil calls devils, these
devils have twice their normal Hit Dice. For instance, if Merorem the Darkwind were to call gelugons, the gelugons who answered would possess 32 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. For outcast arch-devils, there is only a 50% chance the call will be answered. Outcast arch-devils maintain their own cadre of servants, which they can call in a manner similar to devils, falling within the same CR spread. They do not suffer the 50% penalty when calling these servants. For example, Semyaza, a fallen solar, has his own array of fallen planetars who serve his whims. Call devils is equivalent to an epic spell. Diabolical Adaptation (Su): Some arch-devils will exhibit special abilities or qualities different from their peers. For example, while most arch-devils are completely immune to all kinds of fire, magical or mundane, an arch-devil hoping to become a god associated with winter may be immune to cold. Each arch-devil gains at least one special ability or one special quality in keeping with his/her duties and areas of interest upon its promotion; for every 20 total Hit Dice and class levels possessed, the arch-devil acquires an additional special ability or special quality. This replaces, and does not stack with, any existing benefits from previous Diabolical Adaptations from the Duke of Hell or another similar template. It is interesting to note that some creatures, particularly malefircareim, do not retain their racial special abilities upon gaining the arch-devil template. Diabolical Aura (Ex): The presence of an arch-devil is so vile that it causes lesser beings to cower or pay homage to the might of the evil they represent. All within 90 feet of an arch-devil must make a successful Will save equal to 10 + ½ the devil’s Hit Dice + the devil’s Charisma modifier + any existing enchantment bonuses (e.g., from the Spell Focus: Enchantment feat). Those who succumb to the evil the arch-devil represents suffer one of the two following effects as determined by the arch-devil (who can change the effect, or discontinue it, as a free action): Cower: Affected beings cower before the might of the devil. They can defend themselves normally but take no actions. Induce Fear: Affected beings become panicked and suffer a –4 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the devil makes them frightened, and they flee from it as quickly as they can. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. The arch-devil can make its servants, worshippers,” beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the arch-devil dismisses it. Deities and cosmic entities are immune to an archdevil’s diabolical aura, except on a successful opposed rank check. Diabolical aura replaces any existing fear auras of the base creature. Diabolical Metamorphosis: Almost all arch-devils experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires. For example, the lustful Semyaza often appears as the physically beautiful Solar he once was. This allows a degree of flexibility for the
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designer. Any adjustments in size and physical make up may affect the arch-devil’s attack methods or his advancement benefits. The designer should modify attack methods and locomotion accordingly, but keep basic combat statistics the same. Diabolical Prowess: An arch-devil possesses might beyond that of lesser beings. He receives a +9 profane bonus to the DC of his special attacks, spells, and spelllike abilities, and to the effective caster level of his spellcasting, if any. Locked Within the Gates: An arch-devil cannot travel into the Prime Material Plane by “traditional means.” Thus, the arch-devil cannot use nor take advantage of spells like planeshift or gate to travel between the Realities. Only powerful magicks, like circle of the Nine Pits, grants an arch-devil the ability to enter the Prime. Interestingly, if an arch-devil is given certain magic items, such as an amulet of the planes, by a mortal, he can use it to travel to the mortal coil once a year for up to nine days; while the mortal must be willing, he cannot be a sworn servant or worshipper of the arch-devil. The Presence of Hell (Su): So terrible is the presence of an arch-devil that it may corrupt an entire area with but a thought. Once per day as a standard action, an arch-devil may unhallow an area with a radius centered on its person equal to 30 feet per Hit Dice. The archdevil can determine which spell to attach to unhallow as listed in the Player’s Handbook. The duration and all associated effects of unhallow and the adjoined spell are based upon the arch-devil’s spell-like ability caster level. Although an arch-devil detests the forces of righteousness, he also fears them. As a result, an arch-devil finds it difficult to enter any hallowed site. An arch-devil attempting to enter a hallowed site must make a Will save DC equal to 40 + the divine rank of the represented god (if unknown, assume the highest possible numeric value of the divine ranks) + the god’s Charisma modifier (if this is unknown, assume a +9); an arch-devil cannot use its spell resistance to overcome this effect. If the archdevil succeeds in entering the hallowed area, the area immediately becomes unhallowed as described above. Once an arch-devil breaches holy ground, the god in question is immediately alerted to the fiend’s presence and will often (DM’s discretion) send a proxy or an avatar to deal with the intrusion. Spell-like Abilities or Psionics: An arch-devil retains the spell-like abilities and psionic attacks of the base creature. Across the board, however, an arch-devil will lose abilities that allow it to see through illusion or determine if another creature is being honest; thus a fallen advanced Solar would lose the ability to discern lies and true see. The caster level for spell-like abilities is always the arch-devil’s Hit Dice + 9, with spellcasting class levels having a 50% chance per level of increasing the caster level by +1. Ascended mortals cast as 40th level Sorcerers; additionally, for every spellcasting class level over 31st level, there is a 50% chance that the mortal will gain a one level increase in their spell-like ability caster level. All arch-devils gain the following spell-like abilities: at will: animate dead, blasphemy, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, wall of fire.
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3/day: destruction, firestorm, meteor swarm, oppress. 1/day: hellball, wish. If the base creature already had access to a listed spell, it does not gain the ability to cast the spell multiple times. In other words, an infernal that becomes an arch-devil cannot cast hellball twice a day despite having the ability to cast the spell naturally. Abilities: The arch-devil may apply up to a total of 9 points to his ability scores, scattering as necessary to meet his new responsibilities in Hell (the designer is under no obligation to use these points). The arch-devil may also “swap” existing ability scores on a two for one basis; i.e. the Arch-Devil could exchange 2 points of Strength for 1 point of Intelligence. These bonuses stack with those gained by the Duke of Hell template. Feats: The arch-devil typically retains any existing feats of the base creature, although at times the archdevil will “swap” one feat for another so long as the arch-devil meets the prerequisites for the new feat. All arch-devils gain the Corrupt Spell-like Ability and Dark Speech feats listed in the Book of Vile Darkness as bonus feats and Epic Evil Brand as a bonus feat as listed in Epic Insights, a Wizards of the Coast web enhancement. Class Levels: The arch-devil may acquire class levels. An arch-devil tends to have at least 15 levels in at least one class suited to his desires and duties; indeed, many are multi-classed. Semyaza, for example, a lecher and whore, has levels in bard, while arrogant Eblis has levels in fighter and ur-priest. This class level acquisition assumes that the arch-devil attained power and experience above and beyond those of his peers during the time before his ascendancy. In certain instances, some class options may seem incompatible due to alignment concerns; however, the arch-devil likely attained such levels prior to become Lawful, Evil, or both. While level advancement does not provide size increase adjustments, the arch-devil gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rule Books, for level acquisition guidelines. Challenge Rating: +6 + ½ class level. It is important to remember to adjust the CR of the base creature beyond just size adjustments (as described in the Monster Manual). For example, if a pit fiend was the base creature and, upon its promotion to arch-devil status, it lost its disease, poison, and constriction, the base CR should be reduced by 2 (each ability counts as 2 points to the CR equation divided by 3). Note that this increase to CR overlaps (does not stack with) that granted by the Duke of Hell template. Treasure: Quadruple standard Alignment: Always Lawful Evil Advancement: By character class Summoning: An arch-devil can be summoned using the guidelines found in Chapter 2: Forbidden Magic. Note that in the summoning descriptions of certain archdevils found below, some adverse effects are mentioned for those who summon arch-devils without protective magicks in place – a foolish venture. These adverse effects are supernatural in nature in all cases, and thus are not thwarted by spell resistance.
ADREMALECH, Chancellor of Hell The Hidden Lord Assassin 20/Bard 10
Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: A shadow of a fiend in a wall of red flames on a black, inverted triangle Hit Dice: 45d8 + 30d6 + 750 (1290 hp) Initiative: +18 (+10 Dexterity, +8 Improved Initiative) Speed: 120 ft., fly 240 ft. (perfect) Armor Class: 72 (-1 size, +10 Dexterity, +13 deflection, +34 natural, +6 profane), touch 38, flat-footed 72 Base Attack/Grapple: +60/+77 Attack: Dissembler +84 melee (1d6 + 22 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile)/17-20/x2 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile) + 1d6); or claw +72 melee (4d6+13) Full Attack: Dissembler +84/+79/+74/+69 melee (1d6 + 22 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile)/17-20/ x2 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile) + 1d6); or 2 claws +72 melee (4d6+13) and 2 wings +67 melee (4d8+6) Space/Reach: 10 ft./10 ft Special Attacks: Call devils, death attack (Fortitude DC 50), Diabolical Aura, the Presence of Hell, Deny Diabolism, Infernal Glare, Wilt Morality, spell-like abilities, spells, sneak attack +10d6, poison use Special Qualities: Abomination traits, arch-devil qualities, bardic knowledge +30, bardic music (countersong, fascinate, competence, suggestion, inspire courage +2, inspire greatness), blindsight 500 ft., damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, divine immunities, Furnace of Falsehoods, hide in plain sight (flames or shadow), immunity to fire and poison, improved uncanny dodge, nondetection, regeneration 20, resistance to acid 30 and cold 30, see in darkness, spell resistance 63, telepathy 1,000 ft., uncanny dodge Saves: Fort +49, Ref +49, Will +50 Abilities: Str 37, Dexterity 30, Con 31, Int 39, Wis 32, Cha 36 Skills: Balance +51, Bluff +95, Concentration +67, Decipher Script +47, Diplomacy +109 (+115 with evil beings), Disable Device +33, Disguise +73 (+81 when acting in character), Escape Artist +88, Forgery +60, Gather Information +87, Hide +76, Intimidate +94 (+100 against evil beings), Jump +69, Knowledge (arcana) +72, Knowledge (history) +62, Knowledge (local) +71, Knowledge (nature) +20, Knowledge (the planes) +72, Knowledge (religion) +72, Listen +82, Move Silently +80, Open Lock +33, Perform (oratory) +36, Search +82, Sense Motive +69, Spellcraft +68, Spot +64, Survival +59 (+65 on another plane, +67 while tracking), Tumble +84, Use Rope +10 (+18 with bindings) Feats: Alertness, Alluring, Cleave, Corrupt Spell-Like Ability B, Dark Speech B, Dodge, Great Cleave, Impostor, Improved Critical (dagger), Improved Initiative, Mobility, Persuasive, Power Attack, Quicken Spell-Like Ability (fireball), Spring Attack, Stealthy, Trustworthy, Vile Martial Strike (dagger), Weapon Focus (dagger) Epic Feats: Blinding Speed, Epic Evil Brand B, Epic Skill Focus (Gather Information), Epic Weapon Focus (dagger), Improved Death Attack, Lingering Damage, Overwhelming Critical (dagger), Polyglot, Superior Initiative, Tenacious Magic (greater invisibility), Vile Death Strike Environment: The Hidden Flame, Nessus, Ninth of the
Nine Hells of Perdition Organization: Unique (Solitary) Challenge Rating: 51 Treasure: Quadruple standard plus Dissembler Alignment: Lawful Evil In a past long forgotten, the Infernal Perdition of Phlegethos, the Fourth Hell, was not a place filled with the howling and teeth gnashing of petitioners. It was not a place dominated by fallen angels. Belial, the Master of Pain and Suffering, did not always rule. Although Belial and his allies have done all in their power to purge the truth of Phlegethos’ past from the Cosmos, there continues to be a few ancient beings who remember when the Fourth Hell was ruled by another and there are but a few who know that the original ruler of Phlegethos still exists. That being is Adremalech, the Hidden Lord. In Antiquity, Phlegethos, while still Hell’s center of pain and purification, was not truly a place of physical oppression and sexual gratification and torment. Phlegethos was more similar to Maladomini of contemporary times, as it was a place of lies, deception, intrigue, and murder. It was here that the flames of hatred and tyranny were concealed beneath a veneer of culture and sophistication. These attitudes were no better exemplified than by the original Lord, Adrammelek. Adrammelek was one of the original hellspawn, the first beings born from The Overlord’s blood shortly after his fall created The Pit. Spared the destruction that took most of his kin, Adrammelek was granted rule over the Fourth Hell by Lucifer the Satan where he remained for untold millennia. As the original Lord of the Fourth, Adrammelek’s power was significant. He claimed every flame as his totem, allowing him to see within the layers - but not personal abodes - of his peers, drawing their enmity and wrath. But Adrammelek, who buried his burning contempt and loathing for his comrades beneath a vast intellect, often bested the others, acquiring greater power as time progressed. Adrammelek’s patience was like smoldering magma, waiting just under the surface until, with sudden violence and accuracy, he would act. Like all Lords of the Nine, Adrammelek coveted The Serpent’s Throne and sought to supplant Lucifer the Satan. Adrammelek believed that he alone would achieve this lofty goal through involved plots, covert activities, and intrigue. Adrammelek served as a key conspirator with Asmodeus when the latter arch-devil orchestrated a successful coup against Lucifer. Adrammelek believed that Asmodeus, a relative unknown and much weaker being compared to The Satan, would be far easier to eliminate single-handedly when the time came. Once Adrammelek helped install Asmodeus to the Serpent’s Throne during the Battles of Light and Greed, he began the second part of his ploy to become the King of Hell: he pursued divinity. Adrammelek became a powerful patron to nobles who valued the spark of fire that motivated and drove them to success regardless of the obstacles in their way. While some ritualistically burned trees or precious metals, others went as far as to burn children; in all cases, these sacrifices were said to strengthen the souls and resolve of those who performed them. Adrammelek gained much from these cults and soon the spark of divinity kindled within him. Seeking to expand his power-base, Adremalech loosened his orderly nature, believing that in doing so even more foolish mortals would find their way to him. It was here that Adrammelek would fail.
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In becoming pure evil, Adrammelek’s being conflicted with the very essence of Hell, something The Overlord could not tolerate. Furthermore, Adrammelek’s obvious pursuit of divinity risked upsetting the Hierarchy of Hell. The Overlord determined that Adrammelek would need to be removed and it just so happened that The Great Fall occurred with exquisite timing. The newly arrived fallen angels from the Realms Above granted Asmodeus the tools he needed to remove Adrammelek from power. With proper, secret enticement, Asmodeus all but declared his desire to see Belial, a Duke of Hell and fallen angel placed under Adrammalek, as the Lord of the Fourth. Clearly showcasing his own powers of conspiracy and intrigue, Belial, with no little help from Nessus, revealed the taint of Chaos within Adrammelek to his servants, slowly isolating the Lord from his support. Ignorant of the changes in behavior and attitude among his servants due to his almost perpetual intoxication on divine power, Adrammelek was illprepared when Belial struck. In one of the few physical altercations between two cosmic entities in Hell, Belial benefiting from the Lord of the Nine powers - handily defeated Adrammelek. Although a demigod, Adrammelek found that his arch-devil and Lord ranks had been stripped from him, making him easy prey for Belial. Rather than supplicate himself before the new Lord of the Fourth, Adrammelek fled Phlegethos in shame and secrecy, his great plans burnt to ashes. Belial claimed that the original Lord never existed and instigated a campaign to wipe all references to Adrammelek from the Cosmos. But, Adrammelek was not dead nor did he simply wither away. For some unfathomable reason, Asmodeus, the prime instigator in the former Lord of the Fourth’s political downfall, summoned Adrammelek to Malsheem. There, Asmodeus offered Adrammelek the opportunity to maintain an official, but secret, role in Hell. Asmodeus hoped to use Adrammelek’s propensity to connive and lie, not to mention his now fresh disgust for both devils and angels, for the purpose of ensuring that nothing in Hell went on without Asmodeus knowing. Asmodeus changed Adrammelek’s name to Adremalech and declared him the Chancellor of Hell, technically second only to The Overlord in power. However, Adremalech, who would serve as Asmodeus’ chief spy and investigator, was to remain all but hidden beyond Nessus, effectively stripping him of any real authority. Adremalech accepted The Overlord’s offer, knowing that his time as a Lord was forever dashed. Since his reduction in power, Adremalech has led the so-called Order of the Lie (often confused with Beelzebub’s Order of the Fly). The Order of the Lie is a cavalcade of devils, most extremely powerful cornugons and Nessian pit fiends, as well as a few Dukes of Hell, who do nothing but spy on other devils, divine realms in Hell, and on diabolical mortal servants across Creation. When and if they discover something potentially threatening to Hell’s (i.e. Asmodeus’) interests, they remove it. It is said that there is next to nothing that the Order of the Lie - so named because all members are excellent liars without peer, thus facilitating their responsibilities - does not know as it pertains to The Overlord and Hell. All know that the master of the Order is referred to as the Hidden Lord or the Chancellor of Hell, but none have seen him in his true form. Adremalech suspects that if he were to ever reveal himself, Asmodeus (whom he now knows to be far more
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than he appears and one and the same with Lucifer) would destroy him. Still, Adremalech searches for a way to avenge himself against his master and Belial. The vast majority of Adremalech’s spying activities revolve around Phlegethos as he hopes to discredit Belial. Indeed, although Gazra does not know it, his rise to power and success in Phlegethos is partially due to Adremalech’s influence. Adremalech also maintains tabs on Sammael in the Gray Wastes; he hopes to one day reunite with the Arch-Devil of Venom if and when that devil abandons pure evil and returns to Law. Although Beelzebub does not know the Hidden Lord’s true identity, the Lord of the Seventh counts him as a rival and enemy as the Order of the Lie clearly surpasses his own Order of the Fly in its level of secrecy and mastery of conspiracy. Beelzebub has put a great deal of effort into uncovering the true identity of the Hidden Lord and it is known that he has come close to revealing Adremalech four times. Adremalech hates Beelzebub almost as much as he hates Belial, but knows that to challenge a Lord of the Nine directly would spell disaster, so he bides his time for the proper opportunity to discredit the Lord of the Flies. Adremalech is very rarely seen in his true form by any save the highest-ranking members of the Order of the Lie and Asmodeus. More often than not, he appears as a pit fiend or a cornugon, although one of considerable size and power. He is also fond of the guise of an older, yet handsome, half-elven man in expensive attire. His true form is clearly diabolic. Almost 9 feet tall, Adremalech is long and lean with flesh that seems to glow like scalding iron, and his eyes are like pits of molten lava. Adremalech’s very handsome, mature face with an almost perpetual smirk is topped with a pair of long horns and a mane of flaming hair. While he sports vast bat-like wings similar to most hellspawn, Adremalech’s are beautiful to behold when unfurled, resembling a peacock’s tail, albeit covered in lurid flames. Adremalech speaks in a soft, sultry voice that seems incapable of issuing an angry tone in spite of the hatred and anger that drags at his soul. Combat Adremalech despises physical combat, preferring his perpetual anonymity by far, and will avoid physical altercations at all costs. Indeed, Adremalech is of the opinion that the “pen is mightier than the sword,” and will seek means to discredit rather than engage. He will typically teleport away immediately. However, if forced into a situation where fighting is a necessity, Adremalech immediately calls on his servants, and other associates of the Order of the Lie and will attempt to Deny Diabolism on those of Hell’s bosom. Such is the reality that Adremalech envisions for his victims… death eternal. Assassin spells known: 1st - detect poison, ghost sound, obscuring mist, true strike; 2nd - cat’s grace, fox’s cunning, illusory script, pass without trace; 3rd - deep slumber, false life, misdirection, nondetection; 4th - clairaudience/clairvoyance, freedom of movement, locate creature, modify memory. (8/8/7/7. 62nd level caster; base DC 33 + spell level). Bard spells known: 0 - daze, lullaby, mage hand, message, open/close, prestidigitation; 1st - cure light wounds, erase, identify, undetectable alignment; 2nd blindness/deafness, eagle’s splendor, locate object, silence; 3rd - crushing despair, displacement, glibness,
scrying; 4th - legend lore, zone of silence. (7/6/6/4/3. 52nd level caster; base DC 32 + spell level). Call Devils (Sp): As a standard action, Adremalech can call devils. He may attempt to call up to three times per day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Unlike many arch-devils, Adremalech does not suffer any penalties in calling devils. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. In spite of his ability to call devils, Adremalech rarely does so since he values his anonymity. If put into a situation in which he requires their presence, Adremalech will call only on Nessian pit fiends associated with the Order of the Lie. Deny Diabolism (Su): As the Chief of Hell’s Secret Service, Adremalech has power beyond that of many of the Infernal Peerage. These powers are manifested in one of two ways. First, Adremalech has the ability to strip lesser devils (i.e. arch-devils unassociated with Hell, Dukes of Hell, and common devils) and official servants/ worshippers of Hell of their powers 4/day. When Adremalech attempts to use this power, all devils or diabolical servants within a 90 foot cone must make a Fortitude save 54 + 1 per 20 levels and/or HD. Those that fail the save lose the Devil subtype, supernatural powers (including damage reduction and spell resistance), and spell-like abilities; beneficiaries of prestige classes associated with Hell or those who serve as Lawful Evil clerics or Clerics of Asmodeus also suffer a full loss of spells and any special attacks or special qualities derived from their affiliation. Furthermore, mortals lose access to any special boons they may have acquired from a pact made with a devil for the duration of the effect, like ability increases, bonus feats, and the like. Deny Diabolism lasts for 24 hours after which the victims (assuming they are still alive) may make another Fortitude save to regain their powers. Adremalech can return powers as he sees fit, seeming to have no upward limit, as a free action. Second, Adremalech has a 40% miss chance if lesser devils (i.e. of Duke of Hell status or lower) attack him. There are rumors that Asmodeus can cause Adremalech’s powers to either fail or reflect back onto the Hidden Lord. Diabolical Aura (Ex): Adremalech’s Diabolical Aura can be ignored on a successful Will save DC 54. Furnace of Falsehoods (Su): Adremalech knows well the power of sight. Indeed, during his tenure as Lord of the Fourth, he led many into Perdition due to his ability to stoke the fires of the soul and mind to pursue pleasures of the flesh. Since he was cast out of Phlegethos, Adremalech has perfected his ability to offer powerful images, but he no longer limits himself to visions of passion or pleasure, preferring to do whatever it takes to get what he wants for the glory of Hell. As a result, Adremalech is utterly immune to any attempt on the part of others to pierce his own illusions. Adremalech may call on the Furnace of Falsehoods 4/ day. The Hidden Lord unfurls his massive, beautiful wings, causing a gust of scalding - but otherwise harmless - heat to expand in an 80-foot radius centered on his person. Depending on his want, Adremalech can cause a number of different effects with the Furnace (he can also select which creatures are affected). First, Adremalech can select to force all beings within the radius to return to their true forms if they fail a Will save DC 54. Whatever effect is in place, be it a polymorph spell or cloak of change self, is simply cancelled
and unable to be reinstated for 24 hours. Shapechanging creatures, like lycanthropes, always revert to their least threatening forms. Second, Adremalech can cause a powerful medley of spells to take place in the radius. All at once (as a full round action) or one at a time (one per round as a free action), Adremalech may cause the following spells to take effect: mirage arcana, mirror image, scintillating pattern, suggestion, veil, or weird. Each of these functions as the spell except the DCs for all the above spelllike abilities is 56 (as if Adremalech benefits from Spell Focus: Enchantment). Even beings typically immune to illusion or with true seeing and similar sensory powers must succeed this save (although with a +9 bonus). Third, Adremalech can bolster his or the illusory powers of other beings within the radius as he selects. The DCs of all illusion spells and spell-like abilities are increased by 4. Furthermore, illusion spells requiring concentration, like major image, find that the length of time that the spell functions without concentration is doubled. This boon lasts for 9 rounds. Fourth and finally, Adremalech can cause a massive amount of damage to all within the radius. Composed of energy similar to Hell’s Fire, this blast of energy causes 90 points of damage, 45 points on a successful Reflex save DC 54. Infernal Glare (Su): As part of his responsibilities as the head of the Order of the Lie, Adremalech has mastered the ability to track and spy upon those who have attracted the attention of Hell. Adremalech may select any creature he has met over the past nine years and focus his Infernal Glare upon them. Infernal Glare functions in a manner similar to the scry spell as cast by a 64th level caster with the following adjustments. First, Infernal Glare allows the Hidden Lord to not only see but to hear what occurs around the target as if he were actually the target. He may attempt to Listen, Search, or Spot using the target's modifiers on the target's turn without alerting the target. Second, the Chancellor of Hell also finds that his remote sensing ability is slightly enhanced, granting him the ability to widen the ability to anywhere within four miles of the target and to "hear" anything related to Hell, be it the name of a location in Hell, an artifact associated with Hell, or the name of any being (including Lords of the Nine) connected to Hell. Third, Adremalech may "jump" from one target to another through the use of his remote sensing or from one target to another with whom he is familiar up to nine times a day. Finally, Adremalech suffers no reduction in his Glare's power through planar boundaries so long as the realms of gods or personal abodes of cosmic entities with divine rank 0 or greater are not breached. In such cases, Adremalech can breach any such location only once a day and for only nine rounds. The save associated with Infernal Glare depend upon the creature type of the target. While Adremalech may target up to 81 devils (including Dukes of Hell), he may only target up to 18 non-devils (each non-devil counts as 4 devils for determining how many total targets can be affected at once). For the purpose of this ability, members of prestige classes of perdition count as devils. Common devils and mortal servants with fewer than 20 HD receive no saving throw against Infernal Glare unless they are direct servants of a Lord of the Nine or Duke of Hell; Dukes of Hell, powerful diabolical servants, mortals servants with more than 20 HD, and mor-
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tals not tied to Hell in an official capacity receive a Will save DC 54 to avoid the affect. Those that roll at least a 63 also immediately sense that someone or something was scrying upon them as they feel a sudden flash of uncomfortable heat across their bodies. Adremalech may scry upon nine different targets simultaneously with no ill effect, although in doing so, he may only take move equivalent actions each round. If he decides to focus upon up to three targets, Adremalech may cast the following spells through the Infernal Glare (these are in addition to those included in the scry spell description): charm monster 9/day, dominate monster 3/day, and suggestion at will as a 64th level caster. Adremalech may target either the subject of his Infernal Glare or another within visual sight of the target, establishing a kind of remote relationship. The Presence of Hell (Su): Adremalech’s Presence of Hell has a 1350-foot radius centered on himself, and all effects are as those cast by a 64th level caster. The Will save DC is 54. Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect law, detect magic, fear, flame strike, fireball, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, major image, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, raise dead, read magic, suggestion, symbol of pain, telekinesis, unhallow, unholy aura, unholy blight, unhallow, wall of fire; 3/ day - destruction, firestorm, meteor swarm; 1/day - hellball, implosion, wish. Caster level 64th, save DC 32 + spell level. Wilt Morality (Ex): Although he rarely interacts with mortals due to his new duties as the Chief of Hell’s Secret Service, Adremalech continues to exhibit some of the near-divine ability to grant power to lesser creatures. 3/day, Adremalech may Wilt Morality to any non-evil being. Adremalech enters into a contract with the mortal, granting up to four wishes over the course of nine days. The results of the wishes seem to occur “naturally” within 1d4 days, although often in the most unfortunate manner for the surrounding society (like a thief, having recently robbed the local baron, slips and breaks his neck, but not before the bag of gold tumbles right before the client). All Adremalech asks for in return for this service is the ability to add a little “spark” into the client’s life. Essentially, Adremalech infects the victim’s soul with a bit of his own diabolical energy, causing the morality within to burn away. For every wish granted, the spark devours more of the client’s morality, drawing him ever closer to Perdition. Upon the first granted wish, the victim suffers a -4 penalty to his Wisdom and his alignment moves one step closer to Lawful Evil. With the second wish, the victim suffers a -4 penalty to his Charisma as the wilting of his soul produces a sweating, uncomfortable, yet haughty appearance on the client’s face; furthermore, he also suffers a -4 penalty to Bluff, Diplomacy, and Intimidate checks with goodaligned beings, who sense his growing evil. He also moves one step closer to Lawful Evil. The third wish grants the client the Evil Brand feat as described in the Book of Vile Darkness even if the client is not yet evil. It is at this time that the client has lost
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any hope of ever regaining his morality through traditional atonement and questing as offered by a 31st level cleric of a good-aligned cosmic entity or god. He once again moves one step closer to Lawful Evil. Upon the fourth and final wish, the client’s soul is completely burnt to ashes, the only spark of light mystically transported to The Hidden Flame, Adremalech’s palace in Hell. The client is a scion of Hell and a thrall to Adremalech; he is also irretrievably Lawful Evil. Most clients who reach this point, while recognizing that something is terribly wrong, have no idea how damned they are. Upon his death, the victim is drawn directly to the Hidden Flame where the blackened husk of his soul is often merged with the distilled light just long enough to be consumed by either Adremalech or Asmodeus. The only way to escape this end is to go into Hell before the client dies and retrieve the client’s spark from The Hidden Flame. Clearly, this is a quest of epic proportions and to this date, none are believed to have survived such an attempt; as a result, it is unclear how the spark would be returned to the victim’s soul. Dissembler: This dagger resembles a beautiful, male peacock’s feather with a flaming shaft, and is one of the few items that Adremalech always carries. Typically, it is a +9 axiomatic, unholy dagger; however when used against devils or diabolical servants of Hell, it functions as a +9 anarchic, devil dread dagger (requiring any devils struck by it to Fortitude save DC 54 or be instantly destroyed). The ores and enchantments employed in the forging of this weapon yielded a new type of metal that was lightweight and had the tendency to reflect light into the eyes of its opponents, cursing them with permanent blindness, if they failed a Fort DC 54 save, so that its wielder could easily cut them down. Conversely, its wielder is granted immunity to blinding attacks as a magical by-product of its reflective nature. A gift from Asmodeus, Adremalech does not know that Dissembler can be used against its owner. Possessions: Adremalech does not find it necessary or convenient to carry too much. Indeed, aside from Dissembler, the only item Adremalech carries with any frequency is his amulet of the planes. Still, as an archdevil, and the Chancellor of Hell, Adremalech has a vast array of treasure and magic items accessible in The Hidden Flame, should the need arise. Summoning Adremalech It is virtually impossible to summon the Hidden Lord since none but members of the Order of the Lie and Asmodeus know he exists. Typically, any attempt to summon Adremalech triples the base Spellcraft DC typical for an arch-devil of his CR. For those that have heard of the Hidden Lord (and obtaining such knowledge would be an epic quest in itself), an attempted summons would require a sacrifice of blood and bounty to flames – for example, the blood of a phoenix kept in an ornate red-gold chalice thrown into a fire of such fury that the chalice entirely melts and the blood is consumed. Appropriate sacrifices along this line should not be valued at less than 6,666gp. The area within the magic circles should be filled with blood candles (at least 333 of them), and each should be lit prior to the summons. Unless the Hidden Lord sees some personal benefit for answering the summons, the ritual will always summon a random Duke of Hell. When the Duke arrives, he
perceives the situation to be that of an attempt to permanently banish or destroy him; indeed, he even takes 120 points of damage that cannot be healed or regenerated until such time as the summons ends. The floor cracks and groans, sinking slightly as it does so, to herald the arrival of a Duke in this fashion. In the event that the Hidden Lord does make an appearance, the spectacle is quite different. The candle flames turn sooty red and climb eighteen feet into the air. A dark presence, composed of shadow and flame and only quasi-real, moves about the area, flickering and dancing like the candle flames that it hovers within. Perhaps because he is not entirely there, or perhaps because of some loophole, Adremalech can leave the wards and enter into any flame within sight – such as the flames used to consume the sacrifices in summoning him. This makes the summons of Adremalech all the more hazardous. Adremalech always communicates via telepathy, not wanting to have his voice heard where it may be recognized, and thus those that bargain with him do so within an eery silence, broken only by the crackle of flames. He bargains quickly and ruthlessly, using Wilt Morality to tempt and condemn those with whom he deals. When the summons is concluded, all flames within the area erupt in a choking smoke that obscures all sight. The smoke dissipates over the next four minutes, and cannot be dispersed sooner. Creatures that must breathe in order to survive must hold their breath while in the area or suffer the effects of smoke hazards as detailed in the Dungeon Master’s Guide. Once the smoke dissipates, the shade of Adremalech can no longer be seen. However, as the candles and flames continue to burn unless extinguished (at least while fuel remains to feed the flames), none can be truly sure that the Hidden Lord has actually returned from whence he came. Note that a successful summons of the Hidden Lord is almost guaranteed to attract Asmodeus’ attention.
EBLIS, Arch-Devil of Fire Nemesis of the Heavens Fighter 20/Ur-Priest10 Huge Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A gray greatsword with two ram’s horns jutting from the hilt on field of flames superimposed on a black inverted triangle. Hit Dice: 76d8 + 20d10 + 960 (1768 hp) Initiative: +11 (+7 Dexterity, Improved Initiative) Speed: 90 ft., fly 200 ft. perfect Armor Class: 63 (-2 size, +8 armor, +10 deflection, +7 Dexterity, +24 natural, +6 profane), touch 31, flatfooted 56 Base Attack/Grapple: +81/+107 Attack: Heaven’s Sorrow +107 melee (10d6+39+1 (vile)/17-20 x2 +1d6 plus death (Fortitude save DC 76); or Heaven’s Tears + 93 ranged (death; Fort save DC 36 negates) or slam + 97 melee (3d8+27) Full Attack: Heaven’s Sorrow +107/+102/+97/+92 melee (10d6+39+1 (vile)/17-20 x2 +1d6 plus death (Fortitude save DC 76); or Heaven’s Tears +93/+88/ +83/+78 ranged (death; Fort save DC 36 negates) and one negative level 19-20/x3 +9d6 (fire) +9d6 (unholy) and three negative levels), or 2 slams + 97 melee (3d8+27)
Space/Reach: 15 ft. /15 ft. Special Attacks: Burning Earth, call devils, diabolical aura, Divine Impotence, the Presence of Hell, spelllike abilities, spells Special Qualities: Apostate, arch-devil qualities, cursed, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, immunity to fire and poison, Lord of Flames, low-light vision, magic circle against good, Nemesis of the Heavens, rebuke undead (15/day, +8 rebuke bonus), regeneration 20, resistance to acid 30 and cold 30, see in darkness, siphon spell power, steal spell-like ability, spell resistance 79, telepathy 1,000 ft. Saves: Fort +60 (+64 vs petrification), Ref +57, Will +60 Abilities: Str 46, Dex 25, Con 30, Int 30, Wis 27, Cha 34 Skills: Appraise +16, Bluff +68, Climb +41, Concentration +93, Craft (armorsmith) +58, Craft (weaponsmith) +58, Diplomacy +51 (+49 with good creatures, +57 with evil creatures), Disguise +12 (+18 when acting in character), Escape Artist +76, Gather Information +47, Hide +32, Intimidate +69 (+75 against evil creatures), Jump +42, Knowledge (arcana) +89, Knowledge (nature) + 18, Knowledge (the planes) +89, Knowledge (religion) +89, Listen +39, Move Silently +32, Search +52, Sense Motive +77, Spellcraft +97, Spot +77, Survival +77 (+82 when on another plane, +80 when following tracks), Use Rope +15 with bindings, Tumble +9 Feats: Armed Deflection, Awesome Blow, Cleave, Combat Casting, Combat Expertise, Corrupt Spell, Corrupt Spell-like Ability B, Craft Magical Arms and Armor, Dark Speech B, Exceptional Deflection, Flyby Attack, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bullrush, Improved Critical (composite longbow), Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Leadership, Malign Spell Focus, Many Shot, Mortal Bane, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Vile Martial Strike (composite longbow), Vile Martial Strike (greatsword), Weapon Focus (composite longbow), Weapon Focus (greatsword), Weapon Specialization (greatsword) Epic Feats: Blinding Speed, Craft Epic Magical Arms and Armor, Devastating Critical (greatsword), Dire Charge, Epic Evil Brand B, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Overwhelming Critical, Penetrate Damage Reduction, Planar Turning Environment: Any land and underground (The Tower of Burnt Ash, Elemental Plane of Fire) Organization: Unique (Solitary), or elite (Eblis and the Sundered Suns), or squad (Eblis, 1 – 6 fiendish elder elementals) Challenge Rating: 67 Treasure: Quadruple standard plus Bracers of armor +8, Heaven’s Sorrow, and Heaven’s Tears Alignment: Lawful Evil The Nemesis of the Heavens. The Lord of Flames. The Virtues’ Failure. These and other titles belong to what was once the greatest seraph ever. Eblis. Now, Eblis stands as one of the greatest foes to the gods and
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the Bastions of Righteousness. He is also one of the greatest threats to humanoids in the Prime Material Plane and the Realms Beyond, seeking nothing less than their extermination. Eblis’ story is one generally unknown to all but the most informed sages and scholars. Indeed, many have no idea that Eblis exists, or confuse him with the likes of Mephistopheles and other Lords of the Nine, the Prince of Unholy Flames, Imix, or even Asmodeus himself. In truth, Eblis may pose a greater threat to mortals than any of his contemporaries. Eblis was once the greatest seraph drawn from solar stock. Legends suggest that he was the first one created by the joint action of the Supreme Virtue of Celestia, the Herald Mikhail, and the Defender of Freedom, Sanoi, after the Holy Compact of the Realms Above. Imbued with the responsibility of promoting goodness across Creation, Eblis was a sworn foe to the Lords Below and to all that sought to offend the powers of goodness. Often, Eblis would be sent on missions to aid the gods of goodness in remote Prime Material worlds, or to decimate troublesome fiends in the Astral or Elemental Planes. He was the Purging Fire of the Heavens, and eventually grew to such might that he became the right hand of the Supreme Virtue herself. It was Eblis who cast out the likes of Semyaza and Azazael when these beings betrayed their trust and co-mingled with lesser beings called Humans. Eblis wielded the power and trust of the Bastions of Righteousness. Eblis was virtually a god. However, Eblis grew proud and arrogant, and gathered like-minded beings to him, luminaries like Belial, Moloch, and Beelzebul. He came to view the various gods as weak, having to rely on the worship of pathetic beings like dwarves and elves for their survival. He came to view the Holy Compact as a mistake, and felt that beings such as himself should be worshipped for the protection they provided to Creation. So convinced was Eblis of his greatness that he soon came to challenge the gods themselves, aggressively seeking to force mortals to submit to him. The gods, in return, called on their divine servants, many of these other celestials who were now forced to contend with the greatest of their number. In short order, a full-scale war erupted throughout the Realms Above as the gods, furious at the apparent betrayal of the Celestial Hosts, sought to eradicate the Bastions of Holiness from Creation. However, calmer minds eventually prevailed and determined that it was a small group of insurrectionists that caused the trouble and these were eventually defeated and captured. Sensitive to the demands of the gods, the Bastions of Righteousness still offered their greatest champion the opportunity to humble himself and repent. The Bastions went as far as to extend to him the new duty of serving the needs of the mortals he so wronged. Incensed and offended, Eblis cursed the Bastions of Righteousness and the gods, and swore to be an implacable foe to Creation in general, and mortals in particular. Eblis, and others like him, was cast into the Depths Below. Thus passed The Great Fall. In Hell, Eblis was offered a place in the courts of Perdition. However, unlike Beelzebul, Moloch, Belial and others, Eblis scoffed at the notion of working with Asmodeus and The Legions of Hell, viewing them as no better than their celestial counterparts. Indeed, Eblis suggested that he could do a better job than the King of Hell in bringing the Realms Above and the gods to their knees. Asmodeus, for his part, was mildly concerned, a
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rare occurrence. Unlike Beelzebub or Mephistopheles, who were so consumed with hate and meaninglessness that they would inadvertently create the means that would lead to their own defeat, Asmodeus sensed in Eblis a sense of meaning almost as profound as his own. This sense of meaning, the destruction of the Heavens and mortals, was something that Asmodeus knew could lead to Eblis making true his threat. So, without a further word, Asmodeus banished Eblis forever from Hell. However, Asmodeus did grant Eblis the power of an arch-devil. The Overlord of Hell knew that Eblis, in spite of his contempt for Hell, would still carry on the deeds of The Pit in his unholy pursuits. As is always the case, Asmodeus was correct in his assumption. Still, Eblis is not a witless patsy; while he knows that his actions and interests indirectly benefit Hell, he believes that once he has his revenge on the Realms Above, he will have enough power to deal with Asmodeus and the Legions of Hell. However, few know of the Nemesis of the Heavens. Of his own volition, Eblis has become essentially lost to the knowledge of most beings. Dwelling in the Tower of Burnt Ash in the Elemental Plane of Fire, Eblis has perpetrated his own silent war against the forces of the Realms Above. Aware that any direct assault would likely lead to his defeat, Eblis quietly assists all Lawful Evil attempts to destroy souls and mortals, even those directed by the forces of Hell. Likewise, he offers an alternative to evilly inclined fire elementals, who historically have served the will of Imix. Still, he continues to be confused with Imix, as well as the Grand Sultan of the Efreeti (with whom Eblis has a friendly relationship). If Eblis has an overarching goal, it is unknown. Still, in recent centuries, Eblis has taken to using the modus operandi of other fire-related devils, namely Adremalech and Belial, to promote his goals. To date, neither the Chancellor of Hell nor the Lord of the Fourth, who have suffered minor set-backs due to heroic incursion against their plots, have determined Eblis’ hand in their troubles. If they do, they are likely to retaliate strongly against the arch-devil. It is safe to say that Eblis despises the various archdevils and Lords of the Nine. He sees them as evil and pathetic as they wallow in eternal, meaningless struggles against each other and their master. Still, Eblis does keep tabs on a few, including Beelzebub and Belial. Although he counts neither as an ally, Eblis knows that they hate the Realms Above almost as much as he hates them, and knows that he can count on their quiet support on occasion. Among the other Fallen, Eblis is something of a hero and many, even those serving in Hell, have come to his aid on occasion (save the Voyeurs who still despise Eblis for his role in their fall from grace). Eblis has a strong relationship with the Grand Sultan of the Efreeti, although what backs this alliance is unknown. Eblis pays Kossuth, the Lord of Fire, grudging respect, but does not count the temperamental elemental as an ally. Eblis has nothing to do with demons and largely ignores them unless they get in his way with the distinct exception of the demon prince, Apollyon. It is believed by many of the older beings in the Cosmos that Apollyon the Dark Angel is the First of the Fallen and that he was cast out, at least in part, by Eblis. While the truth of this event is not a certainty, there is no doubt that Eblis harbors a great hatred for Apollyon and, if confronted with evidence of the Demon Prince of Destruction’s presence, will often postpone current plots in favor of destroying
ploys of the Dark Angel and his servants. Apollyon, for his part, seems to regard Eblis in the same fashion he regards other powerful entities: resigned loathing but nothing more. To date, though, Eblis has avoided any direct conflict with the Dark Angel, who may well be strong enough to defeat – and destroy – Eblis in a second encounter. Eblis is a huge being, his silhouette that of a solar. However, upon closer inspection, one sees how his hatred has burned away his beauty. His great, muscled body seems to be made from flowing magma and his face, imperious and cruel, is gaunt, with heavy brows over his great, red eyes. Two goat-like horns jut from his temples and his wings burn eternally. Eblis is truly a terrible sight. Combat Eblis enjoys combat, but he never enters into violence unless he is aware of the power of his adversaries. If possible, Eblis will remain in the background for up to six rounds as he attempts to pin-point divine spellcasters and those dedicated to good gods or cosmic entities. Once this is accomplished, Eblis will enter combat, focusing his attention on the strongest divine spellcaster. If the divine spellcaster is particularly well defended or seems powerful, Eblis will attack with Heaven’s Tears for as long as possible, hoping to kill the divine spellcaster quickly. Once he deems it safe, Eblis, surrounded by his Diabolical Aura, will enter into melee. He always begins with Divine Impotence, followed by Burning Earth. He will then begin butchering his foes with Heaven’s Sorrow, peppering them with spells, spell-like abilities (affected by his Lord of Flames ability), and Burning Earth. Apostate (Ex): The very nature of Eblis makes him possibly the greatest loss to the forces of goodness and law. It has been suggested that Eblis’ hatred of the gods and the Celestial Host is what drives and empowers him and this hatred has given him great power and severe weakness. In the event that Eblis has the opportunity to fight a god dedicated to goodness, he jumps to the chance. All attacks a god directs against Eblis are weakened. All forms of attempts to adversely affect or harm Eblis outside of melee or non-magical ranged attacks (including salient divine abilities) deal only half damage to Eblis; furthermore, attempts to limit, change him, or control Eblis are likewise weakened; not only does Eblis gain a saving throw against such effects and get to use his spell resistance to ignore effects, those that do manage to affect him have the duration quartered. Eblis is utterly immune to death effects performed by gods (including salient divine abilities). When Eblis attacks a god, he gains a 50% chance of breaching any divine defense. Even attacks against which the deity should be immune may harm him if he is attacked by Eblis (but not those related to the nature of the deity; i.e. an elven deity would still be immune to sleep because she is an elf and a god). Although Eblis’ lack of belief in the gods affords him unprecedented power against them, he cannot abide the power of those mortals who serve them in his stead. Any divine spell or spell-like effect produced by a humanoid being serving a good god or cosmic entity (a cleric, druid, paladin, etc.) functions as if it were Intensified when used against Eblis. Additionally, when Eblis is within 20 feet of a good-aligned divine spellcaster, he
suffers a –1 penalty for every two divine ranks of the god worshipped by the caster to his attacks, armor class, saving throws, and spell resistance. If there are multiple divine spellcasters in the area, the penalties Eblis suffers are based upon the divine rank of the strongest god worshipped. It is for this reason that Eblis tends to focus on divine spellcasters before all others, striking them with Divine Impotence. Burning Earth (Su): Eblis’ hatred for mortals knows no bounds. So intense is his hatred that mortals who behold his anger may die on the spot. 3/day, Eblis can call on the Burning Earth, forcing mortal beings to return to the clay from which some legends say they were formed. All humanoids within 30 feet of Eblis must Fortitude save DC 64 or die instantly, engulfed in flames in a manner virtually identical to the destruction spell cast by a 80th level cleric. Humanoids killed in this manner are utterly destroyed; nothing, not even a miracle or wish spell, can bring a being so destroyed back to life. Indeed, only gods of life (of at least Lesser god rank) or gods with access to the Mass Life and Death salient divine ability can return a humanoid so destroyed back to life. Those that manage to save against this dreadful attack suffer 60 points of damage. For each good aligned, divine spellcaster of at least 21st level (or 21 HD) killed in this manner, Eblis gains +3 bonuses to his armor class, attacks, and saving throws for 1 day. Call Devils (Sp): As a standard action Eblis can attempt to call devils. He may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Eblis has a 50% chance of success with each calling attempt. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Although a foe to the Upper Planes and gods of goodness, Eblis is also an enemy to The Legions of Hell and the other powers of the Depths Below. As such, he rarely attempts to call on devils, and if he does, he typically limits himself to pit fiends. However, Eblis has found the means to call other beings, namely fiendish fire elementals and efreeti. Thrice per day, Eblis can call 18 small fiendish fire elementals, 15 medium-sized fiendish fire elementals, 12 large fiendish fire elementals, 9 huge fiendish fire elementals, 6 greater fiendish fire elementals or 6 efreeti, 3 elder fiendish fire elementals or 8 efreeti; once per month, Eblis can also call 1 primal fiendish fire elemental. These beings serve Eblis unquestioningly, although he has had to make occasional concessions to the Lord of Fire Elementals, Kossuth, and the Grand Sultan of the Efreeti, for the access he has to their kind. Eblis also counts on the continued allegiance of at least a score of fallen solars, particularly the Sundered Suns, five solars of exceptional power rumored to be Eblis’ sons. They are Awar, Dasim, Sut, Tir, and Zalambur; each is rumored to have at least 60 hit dice and/or class levels. Diabolical Aura (Ex): Eblis’ Diabolical Aura can be ignored on a successful Will save DC 64. Divine Impotence (Su): Well aware of the power divine spellcasters have over him, Eblis has the ability to punish them for their divine connection. 3/day, Eblis can infect a divine spellcaster with Divine Impotence if he fails a Will save DC 64. An infected spellcaster behaves as if he were half his current levels with regards to all spell-casting effects and special abilities associated with their connection to divinity (turning undead, smite evil, etc). This infection lasts for one day. Once a divine spellcaster is affected by this power, he is immune to it
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for one day, likewise if he succeeds in his saving throw. Lord of Flames (Ex): Eblis has taken the flame as his totem, reveling in its power to burn, appreciating how it perfectly mirrors the hate that rages in the depth of his soul. As Lord of Flames, all fire-based attacks cast by Eblis, whether they are spells or spell-like abilities, function as if they were Corrupt and Intensified, i.e. they deal double the maximum damage, half of which is unholy in nature. Furthermore, Eblis is perpetually surrounded by waves of fire and burning air; all beings within ten feet of Eblis suffer 120 points of fire damage and 120 points of corrupt damage. So great is his connection to fire that Eblis can command fire elementals as if he were an 80th level cleric. Nemesis of the Heavens (Ex): Asmodeus granted Eblis the power of an arch-devil, suspecting that the Lord of Flames would, by his actions, benefit Hell’s agenda. Part of the powers granted to Eblis upon becoming an arch-devil were powers of anonymity, whereby the deities and cosmic entities of the Realms Above struggle to keep tabs on the Nemesis of the Heavens. Eblis is unable to be sought out by means of any mortal divination effect (epic spells may be able to overcome this), and deities treat Eblis as a cosmic rank 15 being for the purposes of whether they can use their portfolio senses to detect him and his activities. Cosmic entities, even those not of good persuasion (but excluding Asmodeus), treat Eblis as a DvR 15 deity for determining whether or not they can sense the Lord of Flames. This sensory blocking power surrounds Eblis in a 900-foot radius, as also his realm at the Tower of Burnt Ash in a 9-mile radius. Once per year, Eblis is able to sense a major activity conducted by a cosmic entity or deity from the Realms Above. This works as per the portfoliosense of a greater god, save that he is aware of the activity only 9 days before it should come to pass. Overdeities and cosmic powers of greater than cosmic rank 20 and their activities cannot be sensed by means of this ability. Eblis has his own agents, and often uses the information garnered from them to determine whether or not to use this aspect of his Nemesis of the Heavens ability. It is rumored, though, that Eblis has on certain occasions received an impression to look in on a particular deity or cosmic entity’s actions; almost every time this has occurred, it has led to Eblis discovering and then thwarting events of major significance to his enemies in the Realms Above. The Lord of Flame suspects that these inklings come from directly from Asmodeus, but generally acts on them all the same. The Presence of Hell (Su): Eblis’ Presence of Hell has a 1,980-foot radius, and all effects are as those cast by an 80th level sorcerer. Spell-Like Abilities: At will – aid, animate deadE, animate objects, bestow curse, blasphemyE, cause fear, charm monster, contagionE, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, dimensional anchor, flame strike, greater dispel magic, greater invisibility, imprisonment, magic circle against chaos, magic circle against goodE, mirage arcana, persistent image, polymorph, raise dead, resist energy, summon monster VII, speak with dead, symbol of painE, unhallowE, unholy auraE, unholy blightE, waves of fatigue. 3/day – blade barrier, destruction, earthquake, firestorm, harm, mass charm monster, meteor swarm, permanency, waves of exhaustion. 1/day – energy drain, hellball, power word blind, power word kill, power word stun, prismatic spray, wish. All spells are cast as an 80th
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level caster (save DC 31 + spell level, E 33 + spell level for spells with the evil descriptor). Spells: Eblis lost all access to clerical spells upon being cast out of the Realms Above. Now, Eblis casts as an ur-priest (this is an exception to the guidelines on fallen angels as discussed in Chapter 4). Typical urpriest spells prepared (6/7/7/6/6/5/5/4/3/1; 68th level caster; base DC 27 + spell level, 29 + spell level for spells with the evil descriptor): 0 – guidance x2, preserve organV, read magic, resistance, no lightV; 1st – angry acheV, bane, doom, extract drugV, shield of faith x2, sorrowEV; 2nd – boneblastEV, bull’s strength, death knell, eagle’s splendor, enthrall, spiritual weapon, undetectable alignment; 3rd – masochismEV, protection from energy, red festerEV, sadismEV, wrackEV x2; 4th –damning darknessEV, divine power, poison, psychic poisonEV, stop heartEV x2, ; 5th – dispel chaos, greater command, heartclutchEV, resonating resistanceV, true seeing; 6th – blade barrier, fiendish quickeningV, harm, heal, thousand needlesEV; 7th – bestow greater curseV, dictum, repulsion, wretched blightEV; 8th – dimensional lock, discern location, evil weatherEV; 9th – apocalypse from the skyEV. E
V
spell with the [Evil] descriptor found in The Book of Vile Darkness
Possessions: Eblis is never without his sword, Heaven’s Sorrow, a +6 greatsword made entirely of divine fire dealing base 10d6 damage plus Strength as normal; note that the fire is divine in nature and so is not subject to fire resistance or the like. He also always carries Heaven’s Tears, a +6 composite longbow that shoots arrows composed of pure destructive energy (as per the destruction spell, Fort save DC 36 negates). Both are major artifacts directly linked to Eblis’ hatred of humanoid beings. Interestingly, both of these artifacts were gifts given to Eblis by the Virtues of Mount Celestia for his service before the Great Fall. Heaven’s Sorrow appears like a huge, unadorned greatsword with a bright blade of silver fire; Heaven’s Tears is likewise a plain looking composite longbow with the exception of its “string,” which appears as silver fire. If touched by any humanoid, both artifacts will kill the wielder if he fails a Fortitude save DC 50. Even those that save are struck with three negative levels while they wield either weapon or keep them in their possession. Eblis can effortlessly track either item. Eblis always wears a pair of +8 bracers of armor. Summoning Eblis Drawing Eblis’ attention is a foolhardy venture for mortals since he despises them all to the last. However, powerful mortals attempting to do away with troublesome servants of the Realms Above may be able to entice Eblis if the Nemesis of the Heavens is properly cajoled into service. Eblis requires the sacrifice of 45 HD worth of good aligned divine spellcasters. The casters must have died within three days of the intended summons, hacked into quarters while they are still conscious and fully aware of what is happening to them. Their bodies are then cremated and mixed with their blood to form a grisly clay. The clay is then placed in the area of the intended summons. After successfully completing the summons, the clay slowly begins to burn as, in the air directly above, a dark red cloud of flame and brimstone, billows from nothing. Once the cloud extends in a 90 foot radius from the cen-
ter of the summoning area, a tremendous cyclone of flame will descend into the clay. With an explosion of infernal energy, Eblis will appear standing over the clay which will have become ash at his feet. The Lord of Flames will always stoop to scatter the ashes. The entire area within 90 feet of Eblis will become swelteringly, but not dangerously, hot. The summoner(s) has one minute to convince Eblis that there is a reason for the Apostate not to destroy him (DM’s discretion, although a base Diplomacy DC of 81 is a good starting place). If the summoner fails to accomplish this, Eblis will immediately seek to tear down the barriers that bind him. If he succeeds in breeching the wards, Eblis will attempt to kill every mortal in the room as quickly as possible before returning to the Tower of Burnt Ash. If the summoner manages to convince Eblis that the death of another mortal is not an immediate necessity, the Virtue’s Failure will treat as normal, although he has no patience for tithering fools and bores easily. If an agreement cannot be determined within the next seven minutes, Eblis will return to the Tower of Burnt Ash. When a summons is concluded, the heat that filled the room suddenly dissipates as it all seems to coalesce around Eblis. The cyclone of flames engulfs him and, in an explosion that shakes the foundations again, he disappears. If a summoning sanctuary spell is not up, all within 90 feet suffer 120 points of fire damage (DC 53 for half damage).
FIERANA, Arch-Devil of Passion Lady of Lust Assassin 20/Monk 30 Medium-sized Outsider (Evil, Extraplanar, Lawful) Symbol: Feminine red eyes superimposed on a flaming pentagram on a black field. Hit Dice: 40d8 + 20d6 + 300 (740 hp) Initiative: +16 (+8 Dexterity, +8 Superior Initiative) Speed: 170 ft., fly 200 ft. (perfect) Armor Class: 72 (+14 deflection, +8 Dexterity, +7 monk, +21 natural, +6 profane, +6 Wisdom), touch 51, flat-footed 72 Base Attack/Grapple: +37/+56 Attack: Fierana’s Displeasure +54 melee (2d10+13 + 3d6 (hellfire) +2d6 (unholy) + 1 (vile) 18-20/x2 + 6d6 (hellfire)) Full Attack: Fierana’s Displeasure +54/+54/+54/+49/ +44/+39 melee (2d10+13 + 3d6 (hellfire) + 2d6 (unholy) + 1 (vile) 18-20/x2 + 6d6 (hellfire)) Space/Reach: 5 ft. /5 ft. Special Attacks: Arouse the Passion, call devils, death attack (Fortitude DC 35), Diabolical Aura, greater flurry of blows, Passion’s Lips, Presence of Hell, Price of Passion, quivering palm 1/week (Fortitude DC 31), smite good 1/day (+60 to damage), sneak attack +10d6, spell-like abilities, stunning fist 37/day (Fort DC 46) Special Qualities: Abundant step, arch-devil Qualities, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, empty body (30 rounds), Flames of Despair, hide in plain sight (flames or shadow), immunity to fire and poison, improved evasion, improved uncanny dodge, ki strike (adamantine, lawful, magic), purity of body, regeneration 10, resis-
tance to acid 30, cold 30, and electricity 10, see in darkness, slow fall, spell resistance 61, telepathy 1,000 ft., tongue of the sun and moon, wholeness of body (60 hp) Saves: Fort +42, Ref +45, Will +43 Abilities: Str 21, Dex 27, Con 20, Int 26, Wis 23, Cha 38 Skills: Balance +37, Bluff +70, Climb +15, Concentration +24, Craft (leatherwork) +20, Craft (blacksmith) +20, Diplomacy +74 (+80 with evil beings), Disguise +40 (+46 acting in character), Escape Artist +53, Hide +60, Intimidate +62 (+68 against evil beings), Jump +67, Knowledge (arcana) +19, Knowledge (the Planes) +18, Knowledge (religion) +30, Listen +55, Move Silently +56, Perform (dance) +55, Search +28, Sense Motive +55, Sleight of Hand +32, Spot +55, Survival +6 (+8 on other planes, +8 tracking), Tumble +70, Use Magical Device +30, Use Rope +8 (+14 with bindings) Feats: Cleave, Combat Reflexes, Corrupt Spell-like Ability B, Dark Speech B, Deflect Arrows, Dodge, Improved Critical (unarmed strike), Improved Combat Expertise, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Mobility, Pain Touch, Persuasive, Power Attack, Quicken Spell-like Ability (flame strike), Roundabout Kick, Spring Attack, Stunning Fist, Vile Ki Strike, Weapon Finesse Epic Feats: Blinding Speed (x2), Dire Charge, Epic Evil Brand B, Exceptional Deflection, Improved Death Attack, Infinite Deflection, Keen Strike, Legendary Wrestler, Superior Initiative Environment: Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary (Unique), or couplet (Fierana and Gazra), or squad (Fierana, 1-6 erinyes and 1-2 pit fiends) Challenge Rating: 49 Treasure: Quadruple standard Alignment: Lawful Evil The Lady Fierana is the daughter of Belial, ostensibly sharing rulership of Phlegethos with her father. Indeed, for centuries after the Dies Irae, many mortal sages and scholars thought that Fierana had deposed her father. In truth, Asmodeus required that Belial, a perennial schemer with Beelzebub, take a background role in the politics of The Fourth Hell in return for his continued status as a Lord of the Nine. Fierana would rule publicly while Belial would control things from behind the scenes. To this day, Asmodeus’ ultimate goal with this arrangement is a mystery, but it is almost a certainty that the decision will play a significant role in one of his scores of schemes. For her part, Fierana is delighted with her highlighted responsibilities in Phlegethos. The trip to this level of power was long and arduous. One of Belial’s many offspring from his time pillaging the Prime prior to The Great Fall, Fierana is apparently the only one ever to do anything to draw his attention. Born on some long-dead Prime world, Fierana was born as evil as her sire, killing her mother (who was violated by the former planetar) and siblings when she came of age. Indeed, in a mirror image of the behaviors engaged in by her father, Fierana’s desire to oppress others sexually and physically made her a terrible enemy to men and women in the Prime world she inhabited. During her time in the
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Prime, she did not age, but became more and more beautiful and more deadly with her strong mind and strong body. Eventually, she rose to great power in a terrible empire, lavishing her role as an inquisitor and torturer. The acts of torture and oppression she committed were so great that eventually she drew the attention of her father, Belial. Knowing that his daughter was responsible for so much pain and suffering, Belial seduced her and brought her before Asmodeus. Fierana was remade as an arch-devil. Since that time and until the Dies Irae, Fierana quickly grew bored. Initially, she contented herself with tormenting devils, finding them hardier than mortals. Belial did not allow her to travel frequently to the Prime, fearing the reprisals from the Bastions of Righteousness. In many ways, the Dies Irae and its aftermath worked to Fierana’s benefit. Now, as the public ruler of Phlegethos, it is Fierana who tortures the souls who first arrive in Hell (although she still gives the powerful souls to her father). She also oversees the pit fiend Gazra, who manages the security of Hell’s first four layers. Still, Fierana knows that she is but a puppet to her father Belial (and likely to Asmodeus as well). Smart enough to know how she measures up with her father, Fierana is content with her status for the time being, willingly accepting and implementing the advice/orders handed down by her father as she quietly considers ways to increase her power. Fierana has been surreptitiously watching the other Lords and arch-devils, particularly Lilith and Glasya. Although Fierana wants to use men and Lilith wants to destroy them, Fierana still admires Lilith’s power and strength, considering the Lord of the Sixth as a potential future ally. Lilith is apparently finds no value in responding to Fierana’s overtures for an alliance, ignoring all of the Arch-Devil of Passion’s messages to date. Fierana and Glasya, however, have forged something of a friendship. Despite Dispater’s orders to the contrary, Glasya regularly shares information regarding powerful, attractive male mortals with Fierana, allowing her access to them if Dispater and his agents fail to soil such souls. Fierana, in return, regularly provides Glasya with information on the happenings in Phlegethos. Most of this information seems mundane and harmless to Fierana; however, Glasya reports everything Fierana says to Asmodeus. Fierana simultaneously lusts after and hates the ArchDevil of Lust, Semyaza. To date, neither of these beings has spent significant time together, largely because Belial (who likewise lusts after and hates Semyaza) will not allow it. Semyaza views Fierana as a perfect specimen to grind under his heel and hopes that one day her father’s observation slips long enough for him to show Fierana her rightful place. Fierana, in return, hopes to use Semyaza totally and consume him utterly. Although her lust for Semyaza remains unquenched, Fierana has carried on torrid affairs with both the pit fiend Gazra and her father Belial. Gazra, one of the most powerful pit fiends in Hell, has fallen in love with Fierana, although he takes pains not to reveal his perverse emotions. He believes that Fierana should rule all of Phlegethos and, eventually, Hell. He is willing to do almost anything to help her and promote her interests, even if she herself in unaware that her interests are being considered. So far, Fierana is ignorant of Gazra’s feelings, but she does know that he is unusually dedicated to her. So far, Fierana has used Gazra to further her own
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ends, and continues to support his rise in power, knowing that in doing so she strengthens her own position. Fierana slowly stokes the coals of the hate Gazra has for Belial in the hopes that the pit fiend will one day attempt to do away with her father. Fierana hates her father, but can do nothing about it in part because of his much greater power and because she possesses an unnatural desire for him. It is known that the two rulers of Phlegethos have engaged in perverse acts of incest and that Fierana has given Belial many offspring. Fierana hates Belial because he seems utterly immune to her power over males while she seems to fall under his might whenever he wills it. Currently, Belial is unaware of the nature of Fierana and Glasya’s relationship, but he continues to watch his daughter and her “allies” carefully, knowing that she is some kind of tool of Asmodeus’ which makes her immune to assassination attempts and therefore very dangerous. Fierana appears as a painfully beautiful, young woman with bright white skin. Unlike her father, whose beauty is clearly unnatural, Fierana’s appearance, while extraordinary, is within the scope of mortal possibility. She has large, green human eyes that burst into flame when she is angered, or when she casts fire-based spells or spell-like abilities. Her hair is long and made from strands of yellow, orange, and red. A sinister smirk perpetually flickers on her face, making those who interact with her for extended periods of time question her sanity. The limited amount of clothes she wears is black leather and placed strategically to attract rather than discourage attention. Combat Fierana loves close combat, relishing the opportunity to unleash her flames on all who surround her so she can watch them scream in pain. She is just as keen on watching her servants suffering too, and always calls devils at the earliest possible moment during combat. Fierana always rushes into combat, preferably as part of a Dire Charge, pummeling the closest female present and launching one of her fire-based spells as a quickened action. She will then usually cast greater invisibility on her person and spend the next couple rounds calling devils, and wrapping herself in a Diabolical Aura. She will then press another lightning fast melee attack accompanied by another quickened fire-based spell, again concentrating on any females. Once any female adversaries are disposed of, Fierana will use Passion’s Lips on the male with the highest Charisma if the score is at least 16, asking him to help her defeat his allies in return for sexual favors. She does her best (and orders any devils she calls) to subdue attractive males rather than slay them. Only if truly pressed will Fierana use Price of Passion, as she wants to take healthy, attractive males with her back to Abriymoch for an eternity of torture. Arouse the Passion (Su): Even those normally immune to mind-influencing effects may be smitten by the sight of Fierana. When first the Arch-Devil of Passion is encountered, each creature with an Intelligence score must make a Will save DC 58 or become able to be affected by mind-influencing effects. If such immunity is natural (e.g. the creature in question is an intelligent undead), the immunity is suppressed for 4 hours. If a spell or item granted the effect, it is likewise suppressed for 4 hours; furthermore, any new spell or item designed to confer the same immunity will not work for that creature
until the 4 hour period transpires. Creatures naturally resistant to enchantments lose such bonuses to their saving throws (and do not gain the benefit for the save against Arouse the Passion). Creatures that had no immunities or resistances to mind-influencing effects take a –4 penalty against Fierana’s lust-based special attacks for the next 4 hours. A successful save against Arouse the Passion renders the creature immune to its effects for 24 hours, after which the first time Fierana is encountered a new save must be made. Assassin spells known: 1st - detect poison, ghost sound, sleep, true strike. 2nd - cat’s grace, illusory script, pass without trace, undetectable alignment. 3rd deep slumber, false life, misdirection, nondetection. 4th freedom of movement, glibness, modify memory, poison. (5/5/5/4. Caster level 36th; DC 27 + spell level) Call Devils (Sp): As a standard action Fierana can call devils. She may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Fierana loves to call in assistance as soon as a fight begins, hoping not to kill her adversaries, but to subdue them before taking them into the heart of Abriymoch where she tortures them for days on end. For this reason, she will usually call cornugons and pit fiends, instructing them not to kill, but to subdue her would-be victims. Fierana may also call the pit fiend, Gazra, once per day. This powerful Pit fiend general supervises the security of the first four levels of Hell, so Asmodeus does not allow him to be easily contacted. Still, if Fierana requests his aid, Gazra, something of her paramour for the time being, will appear. Finally, Fierana has a 50% chance of calling her father, Belial. Typically, Belial is more interested in watching his daughter (as well as her adversaries) writhing in pain than he is to answering her call, the sight giving him perverse pleasure. Diabolical Aura (Ex): Fierana’s Diabolical Aura can be ignored on a successful Will save DC 58. The Presence of Hell (Su): Fierana’s Presence of Hell has a 1,800-foot radius, and all effects are as those cast by a 40th level sorcerer. Spell-Like Abilities: At will - animate dead, blasphemy, change self, charm monster, deeper darkness, delayed blast fireball F, desecrate, detect chaos, detect good, detect magic, flame strike F, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, wall of fire F; 9/day - angry ache, burning hands, elemental swarm (as fire spell only), eternity of torture, fire seeds F, fire shield, fire storm F, incendiary cloud F, liquid pain, pox, produce flame F, resist energy (as a fire spell only), sadism, symbol of pain, thousand needles, wave of pain, wrack; 3/day - bestow greater curse, destruction, evil weather, hellfire storm, meteor swarm F, poison, soul shackles, unholy blight. 1/day - contagion, hellball, horrid wilting, summon monster IX (fiends only), wish. All spells are cast as a 40th level Sorcerer; save DC 33 + spell level (F DC 35 + spell level for fire-based Evocation spells). As a gift to Fierana (and a bribe to ensure her cooperation for his future plans), Asmodeus granted the ArchDevil of Passion access to the Fire and Pain domains;
these spells are included in the list above and Fierana may cast each up to 9/day. Flames of Despair (Ex): All fire-based attacks cast by Fierana are corrupt, i.e. half of the damage is evil rather than elemental in nature. Fierana may also cast any fire-based spell as if they were empowered or quickened every 1d4 rounds. All of her fire-based spells benefit from a +2 bonus to their DC (her fire-based spells are indicated with an * in the spell-like abilities list). To make matters worse, beings that do not possess the fire subtype and other devils have a 50% chance of suffering damage from fire-based spell-like abilities cast by Fierana regardless of their elemental protection. Finally, any being engaged in a grapple with Fierana suffers 10d6 points of damage, which is half fire and half profane in nature; there is no save. Interestingly, despite her association with flames, Fierana is completely immune to cold or water-based attacks (which do nothing more than annoy her). Additionally, this ability allows Fierana to create her “sword,” Fierana’s Displeasure as a free action at will. Essentially an extension of the flames she commands, this powerful weapon ignores most defenses, and cuts through almost anything. Fierana's Displeasure functions as a +9 brilliant energy, hellfire blast, unholy unarmed strike. Fierana can suppress the brilliant energy quality of her strike if she needs to (if fighting an undead or a construct for example). Passion’s Lips (Su): Fierana may manifest her power to ignite the corrupting flames of passion within the souls of lesser beings. She may accomplish this in one of two ways. First, Fierana may attempt to kiss as a touch attack 4/day. If she connects and the victim fails a Will save DC 58, the victim receives a + 3 bonus to his Strength and Dexterity for each round for the next 9 rounds. Simultaneously, the victim suffers 2 points of Wisdom and Constitution damage each round until he dies or until the effect wears off. Once the effect wears off, the victim will gain these lost points naturally, while the bonuses disappear immediately. Fierana’s second manifestation of this power allows her to force males of all kinds to submit to her perverse whims and desires. 1/day, Fierana can request a favor from all sentient males within 40 feet of her person in return for a later tryst with her. This essentially acts as a dominate monster spell, forcing the male(s) to do virtually anything Fierana requests for the next 9 days if he fails a Will save DC 58. Interestingly, Fierana rarely uses this during combat, preferring to use it during torture sessions. Those who do receive some manner of carnal pleasure from Fierana during or within 9 rounds after the effect wears off suffer the Price of Passion. Price of Passion (Su): When Fierana reveals the Price of Passion, all within 40 feet of the Lady are struck with pleasure so intense that it hampers their ability to function, affecting victims in a manner similar to a symbol of pain if they fail a Fortitude save DC 58 with the following adjustments. After the first three rounds, the pleasure intensifies significantly, increasing associated effects by 2 points. After six rounds, the pleasure coursing through the victim is so intense that he becomes helpless and unable to move or defend himself. By the ninth round, the pleasure is so intense that it utterly incapacitates the victim in a bout of miserable pleasure. Upon reaching the ninth round and for each round thereafter, the victim must make a Fortitude save DC 58 or lose half his Constitution (the minimum Constitution the
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victim may be reduced to is 1). This Constitution loss is considered a drain and can only be restored by true restoration, miracle or wish cast by a 21st level goodaligned spellcaster. Fierana may call on the Price of Passion 1/day or any time while in the throes of passion with someone she has seduced. Most affected by this power foreswear acts of physical pleasure for the rest of their lives. Possessions: Fierana rarely carries (or wears) much of anything.
tears run from her eyes, igniting into liquid flame that quickly burns away her flesh. Within seconds, her form is burnt away in a final cry of anguish or ecstasy even as any remaining fabric and/or roses explode into dust. Echoes of her scream will remain in the area for the next four hours. Males who participated in the summons will not be aroused by another woman for the next four hours after Fierana’s departure.
Summoning Fierana The summoner must lavishly arrange the summoning chamber with red, hot pink, and white cushions, fabrics, and curtains. Pink and red roses, at least four score, must carpet the chamber floor. The total value of the arrangement must be at least 4000 gp that is in addition to the base price for summoning an arch-devil of Fierana’s CR. Furthermore, the summoner must place four grills burning with saffron and other herbs around the summoning chamber. Upon successful completion of the summons, the chamber will slowly darken even as a red, fiery aura engulfs the area. Flames will burst from the grills, leaping to ignite the cushions, fabrics, and curtains. The roses will ignite slowly, allowing a rich, sweet odor to waft through the area. Women’s moans will echo through the chamber as, in the center of the chamber, a red shadow will rise from the ashes of the roses. Undulating passionately in mid-air, Fierana will coalesce from the shadow. Fierana will concentrate all of her attention on the male with the highest Charisma present (of at least 18), even if it is obvious that he is not the most powerful person present. In order for another to get her attention, the supplicant must achieve a Diplomacy check against a DC of 64, otherwise, the Arch-Devil of Passion will ignore him. If the supplicant rudely interrupts Fierana as she flirts with another, she will immediately attempt to breach the wards and punish the offender although she is not likely to kill him. In the event that the target of her affections makes it clear that he is uninterested in Fierana without offending her (again, requiring a Diplomacy check against a DC 64), the Lady of the Fourth will then turn her attentions to the lead summoner, ready to parlay. Once she settles down to business, Fierana is very direct and curt. She hopes to get directly to an arrangement and will not hesitate to insult or intimidate those who appear to be wasting her time. Fierana is generally only interested in making contracts that will spell the doom for areas at least the size of a large town. She could care less about situations that are private and insular unless she can find the means to expand such situations to the population at large. In the event that Fierana cannot come to an arrangement, she will demand payment for her time: intimacy with the mortal of her choosing. If this is not arranged, Fierana will attempt to breach the wards. If this is agreed to, Fierana demands that those who summoned her remain while she uses Passion’s Lips on her target. In the event that Fierana ever breaches the wards to her summons, she is guaranteed to return to Hell with at least one living mortal, preferably a male with a high Charisma. When Fierana returns to Hell, she will begin to moan and writhe as if in tremendous pain or passion. Bloody
The Tenth Lord of the Nine Cleric 10/Invisible Blade 5/Swashbuckler 20 Large Outsider (Abomination, Evil, Extraplanar, Lawful) Divine Rank: 5 Symbol: A gold, broken fertility symbol (often a bull’s horn) superimposed on a black inverted triangle Portfolio: Betrayal, Cruelty, Corruption, Power Cleric Alignments: LE, NE, LN Domains: Charm, Evil, Law, Trickery Favored Weapon: "Sharp Wits" (dagger)
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GARGAUTH, Arch-Devil of Irony
Hit Dice: 62d8 + 5d6 + 20d10 + 870 (1596 hp) Initiative: +16 (+12 Dexterity, +4 Improved Initiative) Speed: 120 ft., fly 240 ft. perfect Armor Class: 86 (+15 deflection, +12 Dexterity, +5 divine, +34 natural, +6 profane, -1 size, +5 unfettered defense), touch 52, flat-footed 69 Base Attack/Grapple: +70/+88 Attack: Sharp Wits +90 melee (1d6+20 +2d6 (lawful) +3d6 and 1 negative level (unholy)/18-20/+6d6 and 2 negative levels (unholy)); or Sharp Wits +90 ranged (30 feet) (1d6+20 +2d6 (lawful) +3d6 and 1 negative level (unholy)/18-20/+6d6 and 2 negative levels (unholy)) Full Attack: Sharp Wits +90/+85/+80/+75 melee (1d6+20 +2d6 (lawful) +3d6 and 1 negative level (unholy)/18-20/+6d6 and 2 negative levels (unholy)); or Sharp Wits +90/+85/+80/+75 ranged (30 feet) (1d6+20 +2d6 (lawful) +3d6 and 1 negative level (unholy)/18-20/+6d6 and 2 negative levels (unholy)) Space/Reach: 10 ft./10 ft. Special Attacks: Diabolical aura, domain powers, the Presence of Hell, salient divine abilities, spell-like abilities, spells. Special Qualities: Abomination traits, arch-devil qualities, blindsight 500 ft., damage reduction 30/epic, good and silver, Diabolical Prowess, divine aura (50 ft., DC 30), godly realm, divine immunities, greater teleport at will, immunity to acid, cold, fire and poison, nondetection, plane shift at will, regeneration 20, remote communication, resistance to electricity 25, see in darkness, speak and read all languages and speak directly to all beings within 5 miles, spell resistance 73, telepathy 1,000 ft. Saves: Fort +60, Ref +62, Will +62 Abilities: Str 29, Dex 35, Con 30, Int 38, Wis 35, Cha 41 Skills: Balance +51, Bluff +104, Climb +40, Concentration +85, Decipher Script +35, Diplomacy +122, Disguise +87, Escape Artist +92, Forgery +35, Gather Information +48, Hide +78, Intimidate +87, Jump +88, Knowledge (arcane) +89, Knowledge (history) +79, Knowledge (local) +34, Knowledge (nature) +20, Knowledge (nobility and royalty) +40, Knowl-
edge (the planes) +89, Knowledge (religion) +94, Listen +74, Move Silently +75, Perform (oratory) +36, Search +67, Sense Motive +92, Sleight of Hand +43, Spellcraft +87, Spot +74, Survival +67 (+75 on other planes, +73 following tracks), Tumble +91, Use Rope +8 (+20 with bindings) Feats: Alertness, Cleave, Charlatan, Combat Expertise, Corrupt Spell-like Ability B, Dark Speech B, Dodge, Far Shot, Improved Critical, Improved Disarm, Improved Initiative, Improved Rapid Shot, Many Shot, Mobility, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quicken Spell-like Ability (fireball), Ranged Disarm, Rapid Shot, Spring Attack, Weapon Finesse, Weapon Focus (dagger) Epic Feats: Blinding Speed x2, Epic Evil Brand B, Epic Weapon Focus (dagger), Multispell-like Ability, Overwhelming Critical, Spellcasting Harrier, Uncanny Accuracy Salient Divine Abilities: Divine Blast (18/day, 20d12 damage), Divine Glibness (62nd level caster, 15 creatures, DC 60), Divine Shield (50 hp, 13/day), Golden Rule*, Hoarding of Hell*, Infernal Glamer*. *Unique Salient Divine Abilities; see below for details. Environment: Any land and underground (Faerun, Abeir-Toril) Organization: Solitary (Unique) or with Rathguul Challenge Rating: 61 Treasure: Quadruple standard plus Sharp Wits Alignment: Lawful Evil Within the crystal sphere of Abeir-Toril lie realms largely forgotten by the bulk of the Cosmos. Indeed, many gods ignore this planet, oblivious to the fact that a greater number of its powerful arcanists, warriors, and divine worshippers are making tremendous headway into the Realities Beyond. An increasing number of gods forgotten in their own pantheons have flocked to AbeirToril, but these beings are relative latecomers when compared to the likes of cosmic entities. For millennia before the appearance of the first gods, powerful cosmic beings ruled these forgotten realms, warring against each other and eventually bringing lowly humanoids into the world. But, even as these cosmic beings did battle, the Powers of Hell realized that these forgotten realms filled with magic and wonder - would one day have a profound influence on all Creation. Chief among these powers was the very first Lord of the First, the obscenely powerful Astaroth. Many assume that Tiamat was the first Lord of Avernus, having been placed into the position by Lucifer after repeated angelic and demonic incursions into the layer. However, before Tiamat, Astaroth ruled although only a sparse few recall such a time. In the Days of Antiquity, after Lucifer the Satan smashed the contesting malefircareim that organized across Hell, he established the Lords of the Nine, placing the eight greatest malefircareim as regents of the Nine Perditions. The cleverest and one of the most powerful was Astaroth who was placed over Avernus. Those who know where to look have found at least three different legends associated with Astaroth’s exile from Hell. The following is given the most credence by residence of Abeir-Toril. According to this legend, Astaroth, as the arch-fiend closest to the rest of the Cosmos due to his lofty perch in Hell, was far more interested in observing the miserable lives and toils of the gods and
their mortal creations than he was in ruling Avernus. He knew that it would be among those gods and mortals that the future of the Cosmos would be determined. One world in particular, Abeir-Toril, with its waning cosmic beings, fledgling gods and mortals, and wellspring of magic, caught his eyes. However, Astaroth knew that Lucifer placed him in Avernus for the explicit reason to guard against invasion from beyond and that this duty would occupy the bulk of his time. So, Astaroth developed a plan: he would seek and intentionally fail to overthrow Lucifer. Hedging his bets, Astaroth believed that if he played his role of traitor and coward well enough that Lucifer, rather than destroy him, would exile him from Hell. Thus it came to pass that even as the Voyeur angels arrived in Hell, Astaroth sought out allies and found two: the relatively innocuous Asmodeus and the conniving Beherit. The three forged a plan to cast down The Overlord and, in doing so, forged a strong bond among each other - for devils. The Wars of Light and Greed erupted and Astaroth quietly took a back seat to Asmodeus, fully expecting the weaker devil to fail and for his plan to succeed. But, alas, Asmodeus far exceeded Astaroth’s expectations as he had forged his own alliances among the Dukes of Hell and notable Lords. At the end of the conflict, it was Lucifer who was banished and Asmodeus who descended to the Serpent’s Throne. In a startling move, Asmodeus “rewarded” all those who assisted him, effectively betraying each of them by giving them precisely what they wanted (which resulted in the destruction of Beherit). To Astaroth, Asmodeus granted permanent exile from Hell to Abeir-Toril wherein he would serve as a diplomat for Hell. As a seal on his exile, Asmodeus changed his name to Gargauth and wiped the name Astaroth from all mention in Hell. However, since he was officially a traitor, Asmodeus decreed that Gargauth existence was forfeit if he ever returned to Hell. So well carried out was this plan that, aside from the Lords of the Nine, Tiamat, and a few arch-devils of Hellspawn background, none remember that there was ever an Astaroth ruling in Hell. Gargauth embraced his new name and role, arriving into Abeir-Toril with glee. For, what no one knew was that both Asmodeus and Gargauth had concocted a plan. By declaring him an exile from Hell, the entire Cosmos believes that Gargauth is out of Hell’s favor and therefore not part of the Hierarchy. This is further compounded by the death-threat placed on Gargauth’s head should he return to Hell. It is for these reasons that the over-god, Ao, not only allowed Gargauth to occupy Abeir-Toril, but eventually granted him divine status within the world. Essentially, Ao does not perceive Gargauth as a threat. However, the truth is that Gargauth is a great threat to Abeir-Toril. Gargauth is still a strong ally to Asmodeus and has one major responsibility in this little world: to drag it in its entirety into Hell. Should Gargauth grow in enough power and become a greater god, he will then return to Hell. Immediately, the entity known as Gargauth will be destroyed and Astaroth, whose name has been placed within a single tome deep within the Pit of Darkness, will return to life. The resulting backlash of energy will drag millions of souls into Hell, perhaps enough to not only destroy quite a few gods, but to greatly weaken Ao. Astaroth will then return as the sole god of consequence in the realms Creation forgot. What Gargauth does not know is that he is still being duped by The Overlord who expects that the
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influx of souls and the deaths of a few gods could result in his true form being healed enough to fully emerge from The Pit in his horrific glory. The veracity of this legend is suspect for a number of reasons. First, according to most histories, the Battles of Light and Greed occurred well after Astaroth was exiled. Second, worshippers of Tiamat hold firm on their position that the Queen of Dragons was the first Lord of the First; supporters of this claim point out that as Tiamat is no longer the ruler of the First Perdition, she has no reason to contest meaningless, little known myths and rumors. Third, it is doubtful that an overpower like Ao would allow an arch-devil into his crystal sphere without first having considered the potential for disaster. Many believe that Ao is more than capable of uncovering any plot concocted by Gargauth and that any intent to drag Abeir-Toril into Hell would swiftly and immediately be stopped by Ao. Four, Gargauth himself has neither denied nor admitted to this legend. Of course, he has also been silent about all suggestions about his background, so the Arch-Devil of Irony is probably not the best recourse to denounce these legends. Most of the details and legends surrounding Gargauth (including his appearance) have been told in such ancient tombs as Faith and Pantheons and Powers and Pantheons. However, these texts offer little on Gargauth’s continued relationship with Hell. The Lords of the Nine all despise Gargauth, although Dispater and Mephistopheles cannot help but respect him and have been known to lend him assistance from time-to-time. Gargauth gets along quite well with the Duke of Logic, Caim, and has been known to entertain the likes of Carreau, Melchom, Murmer, and Scax on occasion. Generally speaking, he has little to do with the Fallen and spends a lot of time allowing Beelzebub to think that he is ignorant of the Lord of Flies spies. Gargauth has a fair relationship with Tiamat; indeed, one of her direct offspring, a powerful great blue wyrm named Rathguul, has been an ally to Gargauth for millennia and frequently accompanies him in polymorphed form. However, Gargauth’s greatest ally is Asmodeus. Although Gargauth does not know Asmodeus’ true nature, after eons of contemplation, Gargauth now knows that Asmodeus is far more than he appears and in recent centuries has begun to take his own precautions in case the current Overlord betrays him. Chief among these is Gargauth’s ability to absorb devils. Gargauth believes that if he can absorb enough devils on his own that he will not have to ever return to Hell, but can still reap the benefits of being a true god. To date, only Adremalech (whom Gargauth does not know still exists) has learned of this ability and he has long since reported it to Asmodeus. Combat Gargauth is a superb combatant, willing and eager to showcase his martial skills when combat erupts. However, he is also vain and unlikely to do battle with lowly mortals, far preferring combat with demigods and powerful monsters. In combat, Gargauth enters with his divine shield and infernal glamer, draining energy levels. He rarely uses his Diabolical Aura, preferring a fair fight that allows his foes to become aggravated and annoyed rather than cowering in fear. He also scorns the use of his spell-like abilities or divine blast, much preferring Sharp Wits. Unlike most arch-devils, however, Gargauth is com-
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pletely unable to call devils, so he is willing to beat a hasty retreat should combat go poorly for him. Alter Reality: Gargauth exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Gargauth can use limited wish with regard to his portfolio. This ability costs him no XP, and requires a standard action to implement. In effect, Gargauth can duplicate practically any spell effect of up to 6th level, so long as the effect promotes betrayal, cruelty, corruption, or power. When he attempts to alter reality in opposition to another deity, he must succeed at an opposed rank check. As a free action, Gargauth can assume any size from Tiny to Huge. He can also change the size of up to 100 pounds of objects he touches. Gargauth's Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size he assumes. His Strength score can never be reduced to less than 1 through this ability. Cleric Spells: Gargauth casts spells as a 58th level cleric (59th level for spells with the Evil or Law descriptors, or spells from the Evil or Law domain list), though he has access to spell slots only as a 10th level cleric. Gargauth can spontaneously cast any spell from the cleric or ranger spell lists, or from the Charm, Evil, Law and Trickery domains. Spells/day: 6/7+1/7+1/6+1/6+1/4+1. Save DC 31 + spell level. Divine Immunities: Gargauth is immune to ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation. Interestingly, perhaps due to his diabolical heritage, Gargauth is not immune to banishment or imprisonment. Diabolical Aura (Ex): Gargauth’s Diabolical Aura can be ignored on a successful Will save DC 60. Domain Abilities: 5/day, Gargauth can increase his Charisma by 4 as a free action. This boost lasts for 1 minute. Golden Rule (unique salient divine ability): Gargauth always initially appears as a friend and ally, promising riches and power for what originally appears to be at no cost. For many, this is best represented by his Golden Touch. 5/day, Gargauth can transmute any metal save silver into gold. At any one time, the Lord Who Watches can transmute up to 500 pounds of metal into the equivalent of 25,000 gold pieces. Usually, Gargauth allows the gold to be very pure, soft, and crumbly, but he has been known to create unmarked bars or coins for market purposes. Any that willingly take Gargauth’s gold from him initially find that their luck improves in any venture they undertake for five days. In essence, the client receives a +5 luck bonus on all saves and skill checks. After five days pass, the +5 bonuses end and the client receives -1 cumulative penalty on saves and skills for the next five days. Upon the fifth day, gold - even that given to others - turns to lead. Furthermore, any form of riches, be it gold, jewelry, art, or magic items, the client receives becomes utterly worthless lead or wood once in the client’s possession/ownership (thus, asking someone else to hold onto ones gold or magic sword still renders the item in question worthless). At this point, the client falls under a terrible curse. In addition to being unable to acquire new resources and (more than likely) pay off debts, he also finds that any ill
word he speaks of another comes true within five days. Thus, if a client wishes death on an ally in the heat of anger, that ally will die in some ironic fashion within five days of the utterance. Many clients, upon discovering this curse, use it to eliminate creditors, rivals, and the like. For game purposes, this power works as bestow greater curse or wish, depending on the nature of the illwill and, when applicable, requires a Will saving throw DC 60 to overcome the effects. Once the client uses the power five times, he becomes irrevocably Lawful Evil and a servant of Gargauth, his soul bound to Gargauth upon death; the penalties to skills are removed and the client can begin to acquire material wealth again. The power of Golden Rule remains, although the client may use it only 1/week. Those who succumb to Golden Rule may escape their terrible fate only if they seek atonement from a good cleric of at least 41st level. The penitent must then complete a quest to repay those to whom he owes money and those who suffered from his ill-will within five weeks. If the penitent fails in his quest, he dies instantly, his soul the property of Gargauth. There are increasingly persistent rumors that Gargauth has the ability to transmute almost any inanimate material with but a touch into some other kind of precious item and apply similar curses. To date, these rumors have been unsubstantiated. Hoarding of Hell (unique salient divine ability): Gargauth still retains some of the power he once had as a Lord of the Nine. Gargauth has the ability to turn any soul he owns into a devil caste of his choosing 5/day (see the Lords of the Nine template for details on this power). Most assume that Gargauth does this in order to create his own army, but the truth is far more deadly for those Gargauth transforms. Gargauth has the ability to consume and totally destroy any common devil. 5/day, all devils within 50 feet of Gargauth are forced to make a Will save DC 60. A successful save imposes 5 negative energy levels to survivors. However, failure results in the destruction of the devil as Gargauth absorbs its soul. The Tenth Lord of Nine receives different benefits from absorbing devils based upon type as listed above. Note that other devils may also provide benefits; these benefits should be in line with those given above as determined by challenge rating. Infernal Glamer (unique salient divine ability): Gargauth’s charming personality is not entirely natural. Gargauth is surrounded by a continuous mass charm effect that extends within 50 feet of his person. The effect functions as though cast by a 61st level sorcerer, requires a Will save DC 60 to overcome and, as a salient divine ability, it cannot be dispelled by mortal magic (cosmic and divine beings may dispel it, although Gargauth can reactive it as a free action during his next turn). Those that save against Gargauth’s Infernal Glamer are immune to it for 24 hours. The mass charm does not function simultaneously with Gargauth’s Diabolical Aura. Gargauth can select who he wishes to be affected by this power. Gargauth can also use his Infernal Glamer to enhance feelings of joy and pleasure, or impose a terrible spiritual malady. On one hand, Gargauth can grant +5 bonuses to the Constitution, saving throws, and certain skills (Bluff, Diplomacy, Disguise, and Intimidate) for five rounds; in return, the victim suffers -5 penalty to Wisdom and Charisma (there are rumors that Gargauth can make this ef-
Table 8.1 Hoarding of Hell Benefits by Devil Type of Devil
Benefit
Lemure
Heal one hit point
Imp
Heal two hit points and receive a +1 bonus to Gather Information for 24 hours
Barbazu
Heal two hit points and receive a +2 bonus to Strength for 24 hours
Chain Devil
Heal two hit points and receive a +2 bonus to attacks for 48 hours
Hellcat
Heal two hit points and receive a +2 bonus to Hide and Move Silently for 48 hours
Erinyes
Heal three hit points and receive a +2 bonus to the DCs for Enchantment spells and spell-like abilities for 72 hours
Osyluth
Heal three hit points and receive a +2 bonus to Intimidate and Sense Motive for 72 hours
Hamatula
Heal three hit points and receive a +2 bonus to Listen and Spot for 72 hours
Barregon
Heal six hit points and receive a +4 bonus to all spell-like abilities for 144 hours
Cornugon
Heal six hit points and receive a +4 bonus to all attacks and damage for 144 hours
Gelugon
Heal six hit points and receive a +4 bonus to armor class, all skills, and class-based abilities for 144 hours.
Pit Fiend
Heal nine hit points, receive a +6 bonus to all salient divine abilities for 216 hours. For every 999 pit fiends Gargauth consumes within 1001 days, there is a 1% chance that he will experience a permanent +1 increase in his divine rank.
fect permanent if the beneficiary so desires). Conversely, Gargauth may burn the souls of all living or undead creatures within the radius, imposing 1d4 negative energy levels each round for five rounds. In either case, Gargauth can determine who he wants to effect and unwilling targets within the area of effect receive a Will save DC 60 to overcome the effect. The Presence of Hell (Su): Gargauth’s Presence of Hell has a 1,350-foot radius, and all effects are as those cast by a 66th level sorcerer. Regeneration (Ex): Gargauth takes half damage from epic and good weapons. He suffers three times the maximum damage from epic, good-aligned silvered weapons. Spell-Like Abilities: At will - blasphemy, calm emotions, change self, charm monster, charm person, confusion, create undead, deeper darkness, delayed blast fireball, demand, desecrate, detect chaos, detect good, dictum, dispel chaos, dispel good, dominate monster, emotion, false vision, flame strike, geas/quest, greater dispelling, greater invisibility, hold person, insanity, invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, mislead, non detection, order’s wrath, persistent image, polymorph self, polymorph any object, protection from chaos, protection
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from good, raise dead, screen, shield of law, suggestion, summon monster IX (Lawful Evil only), symbol of pain, time stop, unhallow, unholy aura, unholy blight; 3/day: destruction, fire storm, meteor swarm; 1/day: hellball, wish. As a demigod, Gargauth has access to the Charm, Evil, Law, and Trickery domains in addition to spells granted by the arch-devil template. All spells are cast as a 66th level Sorcerer except Evil and Law spells, which are cast at 67th level (save DC 34 + spell level). Possessions: Gargauth always carries Sharp Wits, two non-descript platinum throwing daggers. Both daggers are +6 axiomatic unholy power returning throwing daggers. Other Divine Powers As a demigod, Gargauth treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Gargauth can see, hear, touch, and smell at a distance of five miles. As a standard action, she can perceive anything within five miles of his servants or “worshippers,” holy sites, objects, or any location where one his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing powers of deities or cosmic entities of his rank or lower at up to two remote locations at once for five hours. Portfolio Sense: Gargauth can sense any act that promotes spiritual corruption in pursuit of power that affects at least a thousand people. Automatic Actions: Gargauth can use Bluff, Diplomacy, Intimidate, Forgery, or Sense Motive as a free action as long as the DC is 15 or less. He can perform up to two such free actions each round. Create Magic Items: Gargauth can create any wondrous item with an enchantment effect so long as it does not exceed 4,500 gp. Summoning Gargauth Although exiled from Hell, Gargauth can still be summoned in the same fashion as any other arch-devil. The only place it is known that he cannot be summoned into is Hell. In order to facilitate Gargauth’s summoning, the Arch-Devil of Irony demands the presence of five devils, one of which must be a pit fiend. Thus the devils must be summoned and restrained. If the devils are subject to a planar binding, there is a 50% chance that the bonds that hold them will be released upon Gargauth’s successful summons. A better way to restrain the devils is through trap the soul. In either case, the restrained devil must be within fifty feet of the summoning circle when the summons is completed. In addition to the five devils, Gargauth requires that he is summoned within a place of nobility that at one time also housed great sorrow. Abandoned castles and keeps are favored locations, although some thoughtful summoners have resorted to using dungeons that once held wrongly accused nobles and royals. Beyond this, Gargauth does not require any special trappings. When Gargauth is brought into the mortal coil, the summoning chamber shudders and groans. A blast of air issues from the center of the location as the surface of the floor is suddenly transmuted into pure gold. Four columns of golden light erupt around the center of the room as a final shaft of golden light descends from the ceiling to the center. Gargauth will descend to the
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ground within the shaft of light. As he lands, the Tenth Lord of Nine will immediately turn his attention to the devils. Due to the unique nature of his summons, Gargauth can use Hoarding of Hell on the sacrifices through the wards without breaching them. If the devils are released prior to Gargauth consuming them, the summoners must bind the devils or else summon more devils within the next three rounds; failure to do so cancels the wards and gives Gargauth complete access to the material plane. Once Gargauth consumes the devils, he is prepared to parley. Gargauth is extremely courteous and patient in his dealings. He never appears to be in a rush and always seems more than happy to offer advice and suggestions to those seeking his aid. Gargauth often asks for clarity in his dealings, giving the impression that he wants to adhere to both the letter and spirit of any agreements; in truth, Gargauth asks clarifying questions hoping to expand his own options once an accord is established. Still, Gargauth does have specific interests in such arrangements and prefers contracts that will lead not only to the corruption of the summoner(s) but to a near-by place of benign or honorable leadership. Gargauth will always ensure that his deals involve the local ruler, church, druidic circle, or some other center of power (however, this is not always obvious to his summoner (s)). When Gargauth and his summoner(s) reach a satisfactory conclusion, Gargauth will create a physical contract out of a sheet of gold. The summoner(s) must sign this in his own blood, although he has up to one minute to read it in its entirety. As Gargauth does not believe he needs to lie to rip the intent of any arrangement to shreds if he is so inclined, he never hides misleading language on contracts. In truth, Gargauth has no real need for the contract, but feels that having something in writing to show to his client later is always an effective way to reveal how corrupt the client is. Observant participants (those who succeed in a Spot check DC 60 every minute) will notice that the spectacle of Gargauth’s summons slowly shifts during the duration of his presence. The pillars of light slowly become pillars of darkness while the gold tarnishes and eventually becomes cracked, pitted lead. Gargauth himself will also slowly shift in appearance, becoming more grotesque and monstrous with each passing minute. Once the summoning is complete, the summoning circle is as hideous in appearance as Gargauth himself. The Tenth Lord of Nine will descend into the ground, causing the lead to further crack and squeal in his passing. The pillars of darkness will expand and engulf the entire summoning area in deeper darkness that lasts for five hours. If a summoning sanctuary was not erected for the summons and a mortal enters the darkness, he suffers the full effects of damning darkness (all spells are treated as though cast by a 67th level caster). It is interesting to note that even in Faerûn Gargauth will rarely treat with mortals that do not take the time to summon him. Only those who seem pure of heart, but have just the right amount of corruption in their hearts, can cause the Arch-Devil of Irony to barter.
GERYON, Arch-Devil of Duplicity Lord of Fraud Fighter 5/Monk 20
Gargantuan Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: Handsome male head on a black field surrounded by a serpent’s coils Hit Dice: 45d10 + 20d8 + 910 (1520 hp) Initiative: +14 (+10 Dexterity, Improved Initiative) Speed: 120 ft., fly 200 ft. perfect Armor Class: 75 (-4 size, +10 deflection, +10 Dexterity, +4 Monk bonus, +34 natural, +6 profane, +5 Wisdom), touch 41, flat-footed 65 Base Attack/Grapple: +53/+92 Attack: Claw +79 melee (6d10+29 + 2d6 (lawful) 1820/x2) Full Attack: Greater flurry of blows (claws) +79/+79/ +79/+74/+69 (6d10+29 + 2d6 (lawful) 18-20 x2) and 2 wings +71 melee (4d8+13 + 2d6 (lawful)) and tail sting +71 melee (5d8+13 + 2d6 (lawful) and poison) Space/Reach: 20 ft. /15 ft. Special Attacks: Binding of the Beast, breath weapon, call devils, diabolical aura, the presence of Hell, quivering palm (Fortitude DC 25), rend, spell-like abilities, stunning fist 32/day (Fortitude DC 50) Special Qualities: Abundant step, arch-devil qualities, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, Duplicity’s Boon, empty body (20 rounds), Face of Fraud, Mark of the Beast, immunity to acid, fire and poison, improved evasion, ki strike (adamantine, lawful, magic), purity of body, regeneration 28, resistance to acid 30 and cold 30, see in darkness, slow fall, spell resistance 65, telepathy 1,000 ft., tongue of the sun and moon, wholeness of body (40 hp) Saves: Fort +48, Ref +44, Will +41 Abilities: Str 65, Dex 30, Con 38, Int 28, Wis 20, Cha 30 Skills: Appraise +13 (+17 for sculptures, +17 for stonework), Balance +62, Bluff +53, Climb +62, Concentration +78, Craft (sculpture) +32, Craft (stonemasonry) +29, Diplomacy +56 (+62 with evil beings), Disguise +32, Escape Artist +30, Hide +53, Intimidate +67 (+73 against evil creatures), Knowledge (arcana) +29, Knowledge (nature) +33, Knowledge (the planes) +49, Knowledge (religion) +69, Listen +68, Move Silently +77, Search +49, Sense Motive +15, Spellcraft +33, Spot +68, Survival +48 (+52 above ground, +52 on the planes, +52 while tracking), Swim +68, Tumble +50 Feats: Awesome Blow, Cleave, Combat Expertise, Corrupt Spell-like Ability B, Dark Speech B, Deflect Arrows, Dodge, Great Cleave, Improved Bullrush, Improved Critical (claws), Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Mobility, Multiattack, Power Attack, Quicken Spell-like Ability (blasphemy), Snatch, Stunning Fist, Weapon Focus (claws), Weapon Specialization (claws) Epic Feats: Epic Evil Brand B, Epic Weapon Focus (claws), Exceptional Deflection, Improved Stunning Fist, Infinite Deflection, Keen Strike, Righteous Strike, Shattering Strike, Environment: Coldstone, Stygia, the Fifth of the Nine Hells of Perdition Organization: Unique (Solitary) or squad (Geryon, 1 – 6 osyluths, 1 – 2 gelugons, and Amon) Challenge Rating: 53 Treasure: Quadruple standard plus Horn of the Beast
Alignment: Lawful Evil Geryon the Deposed is the best known of the archdevils, although this status is not one Geryon himself appreciates. In the not too distant past, Geryon was the Lord of the Fifth and the trusted lackey of Asmodeus. Despite his former station and his loyalty, Geryon was cast down from his Lordship and finds himself cowering in the shadows of Stygia’s icebergs, awaiting the opportunity to return to his former station and avenge himself against his master. Geryon’s past is filled with disparate reports. Most who know of Geryon only know him to be the Lord of the Fifth before Prince Leviathan (indeed, some think that Geryon was the original Lord of the Fifth). Some legends insist that Geryon was simply a monster that Asmodeus raised to Lordship to offset the predations of Sekolah, the goddess of the sahuagin. Others insist that he was a Fallen Lillend, the serpentine celestials known for their love of music. However, a growing number of explorers and scholars have appeared bearing documents long thought lost that reveal a totally unexpected tale of Geryon’s origins. These texts explicitly state that Geryon is the result of a pairing between the greatest of all pit fiends, Aesmadeva, and the Queen of Dragons, Tiamat. According to these legends, the original ruler of Hell, Lucifer the Satan, believed that his control over Tiamat was waning. Tiamat had become integrally involved with a number of Prime worlds, attracting attention not just to herself (and receiving worship as a goddess at that), but to Hell. Lucifer’s concern was that this attention would result in certain groups and entities coming to Hell to conduct investigations that could have uncovered information he was not ready to see leave his domain. Thus, Lucifer sent his most trusted servant, Aesmadeva, to convince Tiamat to curtail her behavior or suffer the wrath of The Satan. Aesmadeva’s audience was a success for Tiamat would faithfully obey Lucifer for eons to come and would even bow her heads to Asmodeus when he took the Serpent’s Throne. It is believed that part of Aesmadeva’s success stemmed from a liaison between the paragon Pit Fiend and Tiamat. The result of this liaison would be the half-devil, half-dragon monster, Geryon. It is unknown how long Geryon remained confined to The First. It is known that in the early centuries of his existence, Geryon was known for a lust for destruction more worthy of a demon than the nature of his parents would have suggested. For whatever reason, it was Tiamat’s black head, an aspect of Chaos inherit in most Chromatic Dragons, which dominated Geryon’s being. As the centuries passed, and as Geryon suffered endless torture from his mother, the Serpentine Lord slowly purged his destructive desires and eventually became a purveyor of order and tyranny. Satisfied that his existence would not be an embarrassment to her, Tiamat formally announced Geryon to Lucifer (who likely knew about the Beast all along). Geryon became a Duke in the Court of Stygia. In Stygia, Geryon would prove to be a loyal retainer for the ravenous and traitorous Prince Leviathan. As a Duke of Hell, Geryon saw to the borders of Stygia, patrolling The Fifth with legions of barregons and answering only to Leviathan. Leviathan valued Geryon’s strength, which stood only second to his own physical
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might in Hell. However, Leviathan did not know that Geryon was playing him for a fool. Geryon’s position in Stygia was granted by Lucifer to prepare for what The Overlord of Hell knew to be the Prince’s eventual treason. After the Battles of Light and Greed, which resulted in Asmodeus’ successful coup of Hell, Leviathan sensed that his opportunity to take control of Hell had arrived. He commanded Geryon to hunt and subdue Queen Bensozia, Asmodeus’ consort; Leviathan had learned of her travels through his layer through reliable informants (actually agents of Asmodeus) and decided to strike. When Geryon brought the Queen to Tantlin, Leviathan demanded that she disclose the secret to Asmodeus’ power. The Queen almost acceded to the Prince’s demands, but Geryon blew his mighty horn. Suspecting that Geryon’s intent was to announce danger, Leviathan slew the Queen and was prepared to flee when he realized that Asmodeus himself had appeared. Seemingly enraged with Leviathan’s act, The Overlord of Hell stripped him of his Lordship, encased him inside a huge iceberg, and sent his comatose form into the depths of Stygia. To Geryon, who knew all along that he was to blow his horn the moment Bensozia seemed prepared to disclose whatever secrets she knew, Asmodeus granted the Lordship of Stygia. For untold years, Geryon ruled Stygia. Unlike the other Lords, The Beast was always satisfied with his station and utterly loyal to Asmodeus, although he bowed to his master’s wishes and joined up with Mephistopheles’ cadre of “true devils” after the arrival of the fallen angels. Geryon enjoyed traveling to the Prime to lure unsuspecting mortals to his layer where he could hunt them for years within his fortress. He accomplished very little else during his incredibly long tenure as Lord of the Fifth, always believing that his loyalty ensured him a permanent place of power in Hell. Asmodeus, of course, had other ideas. Asmodeus did indeed value Geryon’s loyalty; however, Asmodeus also found it repellent. The Nine Hells was no place for that kind of weakness and Asmodeus determined that Geryon needed a painful lesson about how such weakness was culled from Hell’s servants. As was so often the case, Asmodeus’ plans for Geryon coincided with his decision to teach all of his wayward vassals a much needed lesson about humility. In preparation, Asmodeus explained to the fawning and unsuspecting Geryon that the Dies Irae was approaching and how it would change the face of Hell for hundreds of thousands of years. Asmodeus instructed The Beast as to his own role in the Dies Irae and promised that the rewards would be incalculable. Even as Beelzebub and Mephistopheles slowly increased the pressure against the other’s camp, Geryon remained in the background, taking orders from Mephisto and relaying valuable bits of information to Asmodeus, who in turn made sure that Beelzebub was informed. In time, the Dies Irae raged into an inferno and eventually the Lords of the Nine found themselves and their armies at the base of Fortress Malsheem in Nessus. As instructed, Geryon again blew his horn even as Asmodeus stripped the Lords of their power. The pit fiends that commanded the armies quickly defeated their almost powerless masters and waited as Asmodeus appeared and declared his intent. The rewards were indeed great for the pit fiend generals, who would become the Dark Ministry, and they were indeed great for Asmodeus who
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had just again proved his status as The Overlord of Hell. For Geryon, however, the reward was a lesson in the true nature of Hell and evil. Loyalty had no place in Perdition. Geryon, the Lord of Fraud, found himself the victim of his master’s duplicity as his Lordship was removed. Cast out of Nessus with a flick of Asmodeus’ hand, Geryon returned to his former layer as an archdevil even as Prince Leviathan was partially raised from his imprisonment to once again rule Stygia. It is unclear whether Geryon did learn his lesson. He continues to be manipulated by Asmodeus who knows that The Beast would do anything to regain his status as Lord of the Fifth. However, there is no doubt that Geryon absolutely hates Asmodeus and this hate has made Geryon far craftier than he was in the past. Geryon is actively involved in various activities for Asmodeus, all of which, The Overlord claims, will play a meaningful role in Geryon’s return to power. Geryon is dubious about anything Asmodeus tells him, but believes that he has no choice but to accept these opportunities since they do allow him continual access to Hell’s resources. Geryon is cautious when he travels outside his hidden fortress Coldstone, knowing that Leviathan continuously seeks him (Coldstone’s location is kept hidden by Asmodeus himself). When he does leave, he usually does so disguised. Geryon used to spend his time hunting and studying. Since his fall from power, he only hunts that which will aid him and studies that which will bring victory. His title of Arch-Devil of Duplicity is well-earned as he has betrayed his allies twice, and continues to promote the same behavior in mortals. However, the title is really directed towards his dual nature as a being of immense, monstrous strength coupled with a keen intellect and clean appearance. Geryon values cleanliness and crispness. He despises dirt, and always wears white and silver. Oddly, though, Geryon loves to get his hands covered in blood from time-to-time, and often allows the blood of his victims to bathe his titanic body. Of course, once he overcomes this brief bloodlust, he is always appalled to discover his appearance and the appearance of his surroundings. Geryon has few allies in Hell. He continues to maintain the loyalty of Amon, the Dog of Hell. Or so it seems. In truth, the deposed Duke of Hell is currently serving a new master in Malbolge, Lilith. Why Lilith is encouraging Amon to maintain ties with Geryon is anyone’s guess, but it is possible that Lilith has a mind to incorporate aspects of Geryon’s nature under her influence and is biding her time before dealing with the ArchDevil of Fraud. When they were Lords of Hell, Geryon and Moloch had a heated, bitter rivalry that almost matched that of Beelzebub and Mephistopheles. The two came to blows during the Dies Irae and each almost killed the other. However, when they were both deposed at almost the same time, they found that they had a great deal more in common that they had thought. Still, neither former Lord is interested in establishing ties with each other, although this seems to be more due to Moloch than to Geryon. Beyond Hell, Geryon detests the Demon Prince Baphomet. The nature of this animosity is unclear, although some suggest that it is due – at least in part – to minotaurs. While most legends insist that Baphomet is responsible for the proliferation of this cursed race, there are a minority that believe that Geryon, himself a half-breed, had some role in the growth of minotaurs. To what lengths this is true, it is
known that Geryon has a small percentage of minotaur worshippers and that these are always harassed by those that call Baphomet their patron. Baphomet, particularly since his apotheosis to Demon Prince status, all but ignores Geryon, viewing him as an incompetent fool with whom he will deal with when his affairs in the Abyss are tended to and under control. Geryon is one of the largest devils in existence. Towering over 30 feet high, Geryon possesses a heavily muscled torso of a giant man with a beautiful sea-green color. Geryon’s arms are likewise thick and heavily muscled and covered in groomed, black, feathery hair. His hands are large and end in very sharp, hooked black claws. Geryon’s face is like that of a ruggedly handsome man with somewhat reptilian features. His amber eyes never blink and his check bones and eye-sockets are prominent. Two small, black horns adorn his head, and a mane of well-groomed black hair course down to his broad shoulders. Trailing from his torso is a 60-foot long draconic tail, which allows Geryon to slither about like a serpent, ending with a needle-pointed tip. Beautiful decorations adorn the scales, which are largely a seagreen, light purple, and ivory white in color. Tremendous bat-like wings of the same color sprout from his back. Geryon speaks with a powerful, booming voice that exudes masculinity. Aside from the Horn of the Beast, Geryon rarely carries any weapons, knowing that his claws and tail can rip apart most adversaries. Combat Although Geryon often claims a disinterest in battle, the truth is he loves to fight and loves to rip creatures apart with his bare hands. Geryon will always enter battle with his Diabolical Aura and Presence of Hell and lead with his breath weapon. He will then begin casting quickened blasphemy only so those in the area are frozen long enough for him to begin ripping them to pieces. He will only snatch spellcasters, and almost always Awesome Blow warriors. If Geryon finds that his adversaries are up to the challenge, he will cast greater invisibility on his person and then begin to Bind the Beast. Only after a significant amount of time has passed will Geryon use his Horn or call devils. Binding of the Beast (Su): In the same manner he mastered his initial need for destruction and his tendency towards Chaos, so too can Geryon Bind the Beast within lesser beings. Three times a day as a standard action, Geryon can reduce the physical prowess and overall power of all creatures less than demigod status within a 50-foot cone. Binding of the Beast has a number of different attributes, all of which possess a Will save DC 49.
• First, Binding of the Beast allows Geryon to reduce certain physical modifiers and scores of those caught in its blast. The victim’s Strength, Dexterity, Constitution, Initiative, Fortitude, Reflex, damage, and base attack bonus are all reduced by 5 points for the next 5 rounds; furthermore, the victim behaves as if slowed by a 49th level caster. • Second, Geryon can use Binding of the Beast to immediately end any form of raging, like that of a Barbarian. A being cannot fall under the effects of rage before 5 rounds pass. • Third, Geryon can force shapechangers that take the form of beasts (like Lycanthropes) to assume their
least dangerous form (usually their humanoid shape). Geryon cannot affect beings like Doppelgangers or Phasms since these entities possess numerous shapechanging options. Once so changed, the being cannot change shape before 5 rounds pass. • Fourth, Geryon can quell the destructive intent of dangerous animals or magical beasts. No animal, aside from a familiar or a Druid’s animal companion, will attack Geryon unless he attacks them first. Magical beasts will attack Geryon only when magically compelled to do so; under such compulsion, the magical beast receives a Will save DC 49 to overcome Geryon’s Binding. • Fifth, Geryon can use all three of his Bindings to accomplish his Binding Curse 1/day. Those within the cone’s area of effect suffer permanent reductions in physical modifiers and scores, and slowness unless a remove curse is cast by a 31st level cleric or a demigod or greater cosmic or divine power. Breath Weapon (Su): Once per day as a standard action, Geryon can exhale a 120-foot line of freezing acid; those within the range suffer 6d12 points of acid damage unless they succeed in a Reflex save DC 53 for half damage. Call Devils (Sp): As a standard action Geryon can attempt to call devils. He may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Geryon is one of the few arch-devils who still retains the ability to call devils with no impediments due to his unique situation in Hell’s hierarchy. Still, Geryon is extremely hesitant to call on too many devils since he fears that this will eventually draw the attention of one of Leviathan’s allies, if not the current Lord of the Fifth himself; indeed, Geryon will use his Horn of the Beast before calling devils. Geryon prefers osyluths beyond all other devils, approving of their cool efficiency and their willingness to take bribes for their services. Geryon will call Gelugons only if sorely pressed, knowing that their presence is almost certain to draw the attentions of Leviathan’s agents. Diabolical Aura (Ex): Geryon’s Diabolical Aura can be ignored on a successful Will save DC 49. Duplicity’s Boon (Ex): Geryon’s dual nature, though sometimes an embarrassment to him, is also a great aid to him at times. Any time that Geryon is subjected to an effect that allows a saving throw and that specifically targets him, he rolls twice and takes the best result. This boon does not extend to saves against his Face of Fraud ability in the event that it is reflected back on him, nor do area effects. Additionally, 3/day Geryon can force an opponent to reroll an attack, caster level check, or other variable roll that affects him, and force his opponent to take the lower result. Face of Fraud (Ex): Those that look into Geryon’s handsome face often forget that they are dealing with an extremely evil monster. This effect is not entirely natural, as Geryon has mastered illusory magic to increase his comeliness when interacting with other beings, particularly during his Mark of the Beast (q.v.). Geryon can call on his Face of Fraud 3/day. All beings within 50 feet of Geryon who can see his face receive a Will save DC 49. Those who fail behave as is under the combined effects of a charm monster and suggestion spells cast by
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a 49th level Sorcerer, believing that Geryon has nothing but their best interest in mind. Such beings are willing to engage in any kind of action Geryon proposes. In the event that Geryon proposes an act detrimental to victims (like his Mark of the Beast), they receive another Will save, although the DC is increased to 54. In any case, the effect lasts for 5 rounds at which time another Will save DC 54 is made; if successful, the effect ends, if unsuccessful the effect continues another 5 rounds. However, there is a flip-side to Geryon’s Face of Fraud. Those who manage to save against it can in return attempt to make a suggestion Geryon himself for one round! Geryon does not receive a normal save from this ability, instead using his Sense Motive as his Will save modifier; the suggestion functions as if cast by a 49th level Sorcerer. Geryon will do almost anything asked of him that does not risk harm or injury to himself or to something (and rarely someone) of value to him. Amazingly, Geryon seems utterly unaware of this aspect of his power and some believe that another Lord of the Nine (probably Asmodeus) cursed him with this bizarre sideeffect. Mark of the Beast (Ex): Geryon can make deals with mortals seeking to increase their physical attributes in return for the small price of their soul. 3/day, Geryon can write the Mark of the Beast on the soul of a lesser being. For the next ten days, Geryon can increase their physical prowess or appearance as requested by the client. Geryon can only affect the following: physical ability scores (Strength, Dexterity, and Constitution), Charisma, base attack bonus, physical saves (Fortitude and Reflex), Bluff skill, or Diplomacy skill. Each day, Geryon can grant a +2 bonus to any one of these attributes. For each increase, the victim receives a -2 penalty to his Will save (this cumulative penalty is kept from the victim). Once the ten days conclude (or if Geryon determines that he is uninterested in granting more boons) the victim makes a Will save DC 49. If the victim fails, he slowly and painfully dies as his muscles, sinew, and bones explode from a sudden increase in even more power; his soul finds its way to Geryon’s stronghold in Stygia, Fifth of the Nine Hells. If the victim succeeds in his save, he immediately loses the bonuses but his Mark of the Beast suddenly becomes noticeable to others. The Marked victim will be unable to enter any consecrated or hallowed place, will immediately register as evil in the eyes of Paladin or goodly cleric, and will not allow the victim to be healed by any good spell (or any magic item created by a good being). In order to remove the Mark of the Beast, the victim must have an atonement spell, followed by a quest spell, cast on his person by a 31st level good cleric; the quest must be completed within 10 days or else the victim is forever Marked. If a victim dies with the Mark still in place, his soul is sent to Geryon in Hell. Poison Sting (Ex): Those who believe the tales that present Geryon as the son of Tiamat point to the deadly poison of Geryon’s tail as proof. Like Tiamat, Geryon’s long, serpentine tail ends in a rapier-like stinger. Any being struck by Geryon’s tail sting not only takes the skewering damage, but must also make a Fortitude save DC 53 or suffer 3d8 points of Constitution damage; one minute later the victim must make another Fortitude save DC 53 or suffer 3d8 points of Constitution damage. The Presence of Hell (Su): Geryon’s Presence of Hell has a 1,200-foot radius, and all effects are as those cast by a 49th level sorcerer.
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Rend (Ex): If Geryon hits with two of his claws in the same round, his talons dig into the victim’s body and tear the flesh. This attack automatically deals an extra 6d10+ 58 + 2d6 (lawful) points of damage. Spell-Like Abilities: At will – animate dead, blasphemy, charm monster, create undead, deeper darkness, delayed blast fireball*, desecrate, detect chaos, detect good, detect magic, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, wall of fire*; 3/day – destruction, firestorm, meteor swarm; 1/day – hellball, wish. *These spells deal cold damage. All spells are cast as a 49th level Sorcerer (save DC 29 + spell level). Horn of the Beast (major artifact): Geryon’s legendary Horn of the Beast appears to be made from the horn of a tremendous bull. Its shell is a pristine white, and it is austerely decorated with inlays of gold and silver. The Horn of the Beast possesses a number of powers. Sounding the Horn of the Beast is a standard action that produces a blast of sonic energy that deafens and stuns any foes within 60 feet of the Horn's bearer. The deafening effect is permanent; the stunning lasts for one round. A Fortitude save (DC 49) negates both effects. The Horn's blast also summons bovine creatures to the aid of its bearer when sounded. With a single blast, it can summon 2d10 minotaurs, 1d8 gorgons, or 1d6 gathras which remain for 10 minutes before disappearing. By sounding a longer call upon the Horn, more powerful creatures may be summoned. If the Horn is sounded as a full round action, the summoned gorgons or gathras will be fully advanced. If sounded for 2 full round actions with the intent to bring minotaurs, it summons a single minotaur champion. (Treat as a 20th level minotaur fighter). Anyone touching the Horn of the Beast without Geryon’s express permission must succeed in a Fortitude save DC 49 or immediately be polymorphed into minotaur under the domination of Geryon. Only creatures possessing a divine rank of 0 or greater are immune to this effect. Creatures that are not alive are simply dominated. Summoning Geryon Geryon requires very precise conditions in order to respond to a summons. First, most of the summoning chamber must be constructed of white marble (at least the floor). Second, the location must be within a place that serves an intended dual purpose; a thieves’ guild masquerading as a church or a hospital that also serves as a brothel are examples of appropriate environments. If one of these two conditions is not met, the DC to summon Geryon increases by 10 points; if both conditions are not met, the DC increases by 50 points. Geryon will refuse any summons if the location is a place of filth and dirt; however, if Geryon is summoned via circle of locking the Nine Gates, he will arrive dazed in a filthy environment for 1d6 rounds. If the location is sufficient and the summoning attempt successful, a chilly wind will race through the chamber followed by the crashing of water against rocks. The floor within the magic circles against evil will fall away as murky, ice-cold water fills them. From the storm clouds that gather overhead, fluffy white snow will
descend. As snow touches the dark water, the dirty liquid will quickly appear crystalline and sparkling. Geryon’s tremendous form will slowly rise from this clean water, although his form will be covered in bile and blood. The contamination will rinse from his form once he rises 30 feet from the pool of water. Geryon is courteous but not exactly patient and will implore that his summoners get to the point of their request quickly. If he finds that his summoners are overly diplomatic or bordering on rude (DMs discretion), Geryon will use his Face of Fraud power. Through some loop in the nature of this power, it still functions even through the wards binding him; however, Face of Fraud may only be attempted once and those beyond the wards receive a +5 bonus to save against the effect. If his Face of Fraud succeeds, Geryon will ask his new friends to dust the place off, particularly the floor. Once the wards are breached, Geryon will kill any remaining summoners unaffected by his Face of Fraud and will then pursue whatever goal he believes can be accomplished within nine days. It takes a lot for Geryon to lose his temper enough to try tearing down the wards through violence. Geryon is typically uninterested in matters that require a great deal of planning. In most cases, the ArchDevil of Fraud will not bother with making arrangements of any kind unless at least one of his summoners is willing to accept his Mark of the Beast for the time he has wasted. If this offer is refused by all, he will attempt his Face of Fraud as above. Geryon is always amenable to plots and offers that revolve around duplicity or the opportunity to embarrass the servants of Dukes of Hell or another arch-devil loyal to Hell. Once the summons concludes, Geryon will descend into the pool which will take on a bloody hew. The snow will change to hail, striking the water and turning it icy. The icy, filthy water will spread across the entirety of the summoning chamber, affecting the surface as a grease spell cast by a 49th level sorcerer. There is a 5% chance that the icy water will transform into chunks of black diamond within five hours. If these diamonds are taken, the holder is effectively Marked by the Beast.
GLASYA, Princess of Hell The Progeny Medium Outsider (Abomination, Evil, Extraplanar, Lawful) Divine Rank: 5 Symbol: A pair of alluring, dark, feminine eyes superimposed on a red pentagram Portfolio: Intrigue, Lust, Subterfuge Cleric Alignments: LE, NE, LN Domains: Evil, Law, Trickery Favored Weapon: "Caress" (short sword) Hit Dice: 45d8+405 (765 hp) Initiative: +19 (+11 Dex, +8 Superior Initiative) Speed: 120 ft. (24 squares), fly 240 ft. (perfect) Armor Class: 84 (+11 Dex, +18 deflection, +5 divine, +34 natural, +6 profane), touch 50, flat-footed 73 Base Attack/Grapple: +45/+60 Attack: Caress +61 melee (1d6+16 +1d10 Constitution (poison Fort DC 36) +3d6 and 1 negative level (unholy)/19-20/+6d6 and 2 negative levels (unholy)); or claw +55 melee (3d6+15) Full Attack: Caress +61/+56/+51/+46 melee (1d6+16
+1d10 Constitution (poison Fort DC 36) +3d6 and 1 negative level (unholy)/19-20/+6d6 and 2 negative levels (unholy)); or 2 claws +55 melee (3d6+15) and 2 wings +50 melee (1d8+10) and tail slap +50 melee (3d8+10) Space/Reach: 5 ft. /5 ft. Special Attacks: Call devils, diabolical aura, domain powers, the Presence of Hell, salient divine abilities, spell-like abilities. Special Qualities: Abomination traits, arch-devil qualities, blindsight 500 ft., damage reduction 30/epic, good and silver, Diabolical Prowess, divine aura (50 ft., DC 33), godly realm, divine immunities, greater teleport at will, immunity to acid, cold, fire and poison, nondetection, plane shift at will, remote communication, resistance to sonic 25, regeneration 18, see in darkness, speak and read all languages and speak directly to all beings within 5 miles, spell resistance 57, telepathy 1,000 ft. Saves: Fort +38, Ref +40, Will +39 Abilities: Str 30, Dex 33, Con 28, Int 35, Wis 30, Cha 46 Skills: Balance +20, Bluff +80, Concentration +57, Diplomacy +82 (+88 with evil beings), Disguise +58 (+62 when acting in character), Escape Artist +59, Gather Information +25, Hide +59, Intimidate +72 (+78 against evil beings), Jump +52, Knowledge (arcana) +50, Knowledge (history) +45, Knowledge (nature) +21, Knowledge (nobility and royalty) +47, Knowledge (the planes) +60, Knowledge (religion) +53, Listen +48, Move Silently +54, Perform (dance) +45, Perform (sing) +50, Sleight of Hand +40, Search +50, Sense Motive +58, Spellcraft +62, Spot +52, Survival +48 (+52 on another plane, +52 while tracking), Tumble +57, Use Rope +20 (+22 to bind someone) Feats: Alluring, Charlatan, Combat Expertise, Corrupt Spell-like Ability B, Dark Speech B, Deft Hands, Flyby Attack, Improved Combat Expertise, Improved Disarm, Improved Feint, Improved Initiative, Persuasive, Power Attack, Quicken Spell-like Ability (charm monster), Trustworthy. Epic Feats: Blinding Speed, Epic Evil Brand B, Epic Skill Focus (Bluff), Superior Initiative. Salient Divine Abilities: Alluring Gaze*, Dark Desire*, Divine Blast (21/day, 23d12 damage), Divine Glibness (DC 52), Divine Dodge (55%), Know Secrets (DC 52). *Unique Salient Divine Abilities; see below for details. Environment: Dis, second of the Nine Hells of Perdition Organization: Solitary (unique) Challenge Rating: 49 Treasure: Quadruple standard plus Caress Alignment: Lawful Evil In many mortal worlds, the king is the single greatest individual. Although he often functions in an orderly environment in which he has to consider the implications of his decisions, it is generally thought that his rule is absolute. However, most kings are only as strong as the advisors they surround themselves with. The wise king listens to the suggestions his court offers for he knows that they have a stake in whatever decisions he makes. The unwise king either listens too infrequently or too much and it is here that the Mortal Coil could learn something from Hell.
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To many scholars, the Nine Hells of Perdition are a warped reflection of the feudal system common to many mortal worlds. Huge swaths of commoners do the will of the various nobles, hoping to be rewarded for their efforts and loyalty. The various nobles occupy different ranks, each answering to a slightly more powerful noble. Across the top of this pyramid are the Lords of the Nine, the ruling dukes of the largest lands. The Lords do as they will in their Perditions, promoting the cause of tyranny and oppression in various ways and based upon their own desires. However, even the least observant person knows that this reflection only goes so far for, aside from truly extraordinary circumstances, the various rulers never die. As a result, they have no real need to perpetuate their line. They have no need for heirs. In Hell, tyranny is eternal in part due to the eternal presence of the same ruler. The same horrible attitudes. The same deplorable goals. The same stifling existence. The various rulers do not live on in their children; they live on in themselves and have no intention of ever giving up their power. Yet, the various Courtiers of Perdition have created offspring. The Dukes of Hell have sired countless marquis half-fiends, littering the Cosmos like piles of dung where they fester until either overthrown by mortal agencies or they are taken into Hell to suffer the vile wills of their diabolical parents. Even the Lords of the Nine have spawned offspring; Lilith has spat out scores of diabolical whelps and Belial’s own voracious sexual appetites doubtlessly have created numerous offspring. Even the likes of Mephistopheles is thought to have children. Yet, none call these offspring heirs. At worst, they are fodder, bit players in some diabolical campaign; at best, they are valuable possessions to be used and, if necessary, discarded if ruined. They will struggle all the while to become the devils their parents have ever been but will never meet their parents’ expectations, never make their parents proud. Yet, every rule has an exception and such remains the case in Hell for, at the top of the hellish pyramid of power, Asmodeus himself has fathered two offspring. The Infernal Highnesses, Glasya and Lixer, have long been prominent participants in Hell’s machinations. Slightly higher in rank than the greatest Grand Dukes and just shy of the political power of the Lord-Regents, the Princess and Prince of Hell are not just Asmodeus’ children, they are his heirs. To the rage of the eight lesser Lords, the Heirs of Hell are guaranteed the Serpent’s Throne should anything ever happen to their father. Glasya the Progeny, the elder of the two, is considered by most to be but a pale reflection of her father. Many presume that Lixer the Scion-Emperor is closer to his father’s image. And this is precisely the way Glasya wishes it to appear for, despite the superficial, the Princess of Hell has all of her father’s subtlety and ability to manage intrigue. She cares not if her father is proud for she is proud of herself. Glasya is one of the greatest mysteries in Hell but one of the most frequently debated, discussed, and desired of Hellish beings to the sages and scholars that study such material. While the source for desire is obvious enough, it is her precise nature and background that is the source of much discourse. According to legend, Glasya is the child of Asmodeus through his now deceased consort, Benzosia. The source of debate is multi-tiered. First, many sages argue that Glasya is not the true offspring of Asmodeus or, if she is, she cannot be the offspring of
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Benzosia. It has been commonly held that devils are incapable of procreating among each other and, given this, Glasya cannot be related to both devils if she herself is a devil. Furthermore, some point to the question of why Asmodeus would risk creating an heir when such has never occurred in Hell. He already has to deal with the machinations of his most powerful vassals, so why introduce another potential threat to his power? What is not commonly known is that the Dukes of Hell, arch-devils, and the Lords of the Nine are more than capable of procreating with other spirits, even devils, if they so desire. This is greatly frowned upon by most nobles as it does little else than create an immediate threat to both parents’ station, something jealously guarded by the canniest movers and shakers in Hell. Such offspring are certainly greater than a lowly halffiend. Fortunately, Courtiers of this level of power are capable of determining whether or not a coupling with another devil will result in the creation of a new spirit. Thus, Asmodeus – The Lord of the Nine – and Bensozia – once a powerful arch-devil – would have been capable of creating a child. Furthermore, even if such procreation was impossible between devils, what most do not know is that Asmodeus is hardly a normal devil, but the avatar of an overpower; in essence, the expected for other devils often do no apply to him. However, it is commonly accepted that Glasya is indeed Asmodeus’ daughter and her arrival was no accident. Benzosia was a courtier within the Court of Nessus when Lucifer still ruled and of middling import. Known for her almost angelic beauty and her inscrutable, cold demeanor, she was left to her own devices by the Dukes of Nessus. Her interests laid in ruling from behind the throne, offering subtle urges and encouragements to allies and even foes that seemed unrelated, when in truth, acceptance of the suggestions would ensure that her goals were met. It was in this vein that Bensozia eventually grew attached to Asmodeus, the Treasurer of Nessus at the time. Through her unrelated contacts and advice, Bensozia redirected thousands of souls from Hell’s treasury into Asmodeus’ hands, Lucifer never the wiser. Her skill at manipulation ensured the support of Astaroth and Beherit and kept the various Lords competing with each other rather than watching the growing political might of Asmodeus. Eventually, the souls Bensozia diverted found their way to various parties to pay for the support of the Dukes of Nessus when Asmodeus publicly revealed his desire to overthrow Lucifer. At the end of the Battles of Light and Greed, Lucifer was cast down and Asmodeus emerged from Malsheem as the new Overlord of Hell. In return for her almost invisible support, he took Bensozia as his bride. It was ever Bensozia’s intent to manipulate Asmodeus. He would be at the forefront of politics, the Overlord in name, but she would be the true power of Hell, although he would never know it as she would use her scheming nature to promote her wants. Alas, Bensozia swiftly learned that Asmodeus was not going to be a mere figurehead. As all devils, there was never any consummation of their binding and Bensozia thought she allowed Asmodeus to believe that she had no interest in his rule of Hell. However, every plot, every arrangement, every ploy Bensozia encouraged was undone before it germinated any fruit if Asmodeus would not reap the bulk of the benefits. From the destruction of Beherit, whom Bensozia planned on using for future goals, to the promotion of Tiamat as the Lord of the First, a decision
Bensozia felt against the cause of Hell, if Bensozia attempted to stifle it using blackmail, extortion, or other means, it would fail. Frustrated, Bensozia began to consider learning more about her new king. Through her powers, her cosmic and divine contacts, and her willingness to use information culled from less lawful sources, Bensozia began to believe that there was more to Asmodeus than she initially thought. To learn more, she offered the unspeakable in Hell: spiritual coupling. During this single act, Bensozia saw into the depths of Perdition. She saw Lucifer and she saw the creation of Hell. And she held the mind of The Overlord. Only the fact that Asmodeus willed otherwise did Bensozia not go mad from the knowledge and Asmodeus’ will was motivated for one reason: the act created Glasya, the couple’s only offspring. Realizing that she had been masterfully played, Bensozia swore that she would never again speak the nature of Asmodeus, that she would never again attempt to manipulate him. Fear drove her and little else. She would not speak without his leave. For nine long years, Bensozia carried the seed of her husband and, when it was time, Bensozia fled to the Pit of Darkness. There, after nine months of labor, Bensozia vomited blood from her mouth and womb into the Pit. In short order, her only child gurgled up from the depths, fully formed and mature. Even more beautiful than her mother, Glasya was immediately aware of her power. Glasya would remain in Nessus for a short while. In a grand procession, she was hailed as the Princess of Hell, although it would not be until Lixer’s arrival that she would be recognized as an Heir of Hell. While her mother had long since become little more than a mouthpiece for Asmodeus, Glasya took on many of Bensozia’s characteristics, if not powers. She played the Courtiers of Nessus like a violin, plucking one string for a certain sound, stroking another to create a different tone, all to a melody unapparent until the end. She caused much mischief in Nessus, although always to her own favor and never to the detriment of her father; indeed, he occasionally benefited from her intrigue. Bensozia, little more than a shell of her former self shackled to a knowledge that froze her, had been replaced by her own daughter. Eventually, Asmodeus decided to offer Glasya the choice of Lords to serve. She selected Mammon, Lord of the Third and the Arch-Duke of Avarice. She departed Nessus eagerly, pleased to be away from her father and his court. Precisely why Glasya joined forces with Mammon is unknown, especially when one considers her interest in intrigue. Or perhaps it was because of this interest that Glasya joined Mammon’s court. The court of Mephistopheles was far too rife with traitors behind every corner, not to mention the mechanisms of Mephisto himself, her father’s greatest rival. Sammael, another master of intrigue, would have sought to use Glasya as part of his goals, and clearly was far more capable than she. Dispater was too distant and she had had few dealings with him. So, Mammon’s court, rife with constant talk of usurpers and the pursuit of greater gold and wealth was an ideal, and relatively safe, place for Glasya. Bensozia was left behind. Perhaps Glasya’s absence had a role in her decision, perhaps not; whatever the case, the Queen of Hell decided that she had to purge her mind of what she knew. She sought out the one Lord who could ensure this - the Prince of Stygia, Leviathan, Lord of the Fifth. For the last time, she used her manipulative nature and ensured – through Asmodeus’ own ser-
vants – that the Prince would learn of her travels in the Fifth. She was taken to Tantlin where she did her best to give the appearance of hesitancy, of reluctance to reveal all the secrets she knew of Nessus and its Dark Lord. She knew that she could easily escape Leviathan upon his taking her memory of the darkness she feared, but she did not know that Asmodeus was as much a participant in her ploy as she was. Just as she was about to offer the truth to the traitorous Lord of the Fifth, Geryon – who had long since been ordered by Asmodeus to do so – blew his horn. Even as the panicked Leviathan rose his massive claws to slay her, Bensozia felt her power wither. Even as Leviathan lowered his huge talons, she realized that she was never more than a tool to be used and discarded, an incubator for her only child. Even as she was ripped to pieces, Bensozia knew that her fate was to fear for eternity in the maw of that which she had fled, knowing that whatever plan it had for her daughter would be safe. The Queen of Hell was dead. Glasya learned of her mother’s assassination swiftly and reacted to it in her singular manner: feigned pain, guaranteeing that the various Powers of Hell would see her as weak and pathetic for caring about her mother’s death. Mammon attempted to find the means to bring his consort encouragement. She encouraged him to set up the framework to eventually betray Dispater and Mephistopheles. She encouraged him to weaken his own defenses in order to provide her with gifts. She even suggested that she would eventually allow him to bed her if he would do as she wished. Through her behavior, Glasya caused a great deal of trouble for Mammon and his allies, so much so that it is rumored that Mammon almost lost his Lordship a number of times. Some think that these behaviors were intended by Glasya so she could attain her own Lordship; however, the reality was that Glasya was simply testing her own abilities. She believed that if she could manipulate a Lord, she could eventually work her way to having enough power to address her father. After her mother’s death and the Dies Irae that followed millennia after, Glasya was taken from Minauros and Mammon by her father’s decree. For reasons still unknown to any but Asmodeus, Glasya was set up as the head of the erinyes, a role previously filled by the Lord of the Second, the Arch-Duke Dispater. Now the two share the responsibility, Glasya taking a direct role overseeing the erinyes in the Prime while Dispater keeps track of their numbers and controls precisely which targets are chosen. Currently, as head of the erinyes, Glasya spends much time traveling to the Mortal Coil where she has likewise used her manipulative nature on mortals. Since their pairing, the Lord of the Second and the Princess of Hell have been extremely productive. Like her mother before her, Glasya represents that Power behind the Throne, the hidden agency that manipulates matters in pursuit of some end that reveals itself when it is too late to be stopped. Her interest does not lie in direct power for that way ensures that others will want to take it from her. Instead, Glasya promotes the authority of the bureaucrats and the advisors that stand behind the throne, that make the real decisions, who have the real contacts; while rarely publicly recognized for their work, they reap the greatest benefits with the least risk. Blackmail, extortion, backroom dealings, promises of power and pleasure; all these are part of the intrigue upon which Glasya feeds. The fact that others are rolled over and crushed by the apparently vying posi-
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tions, the fact that others suffer as some shadowy force quietly advances some plot, the fact that only a select few truly benefit, the fact that the manipulation ensures the perpetuation of tyranny, only make the ploys all the more meaningful. Glasya loves to see mortals led down the path of Perdition due to their inability to control themselves. She enjoys manipulating them and events in their lives that seem to lead them to a point in which they have no other options but to commit acts of evil. Sex is little more than an additional incentive, although in the end it means nothing to Glasya. There must always be something others want and, in her mind, this is the one thing they will never have. Sex and sensuality are simply another set of tools Glasya uses to weaves intrigue. Unlike Fierana or Belial, who oppress the physical body through sex, Glasya uses the promise of sex to curry favors, acquire information, uncover secrets, sow gossip, and achieve more power. Glasya has had affairs with numerous Powers of Hell. These affairs are all one-sided for Glasya has yet to be touched by mortal or immortal. She is a diabolical virgin, her purity superficial for she is nothing less than rotten through and through. Of her dalliances, the best known of these was her time with Mammon. Glasya perceived and continues to view Mammon as beneficial for the material wealth he lavished (and continues to lavish) on her; however, Glasya viewed (and views) Mammon with nothing but contempt and, generally speaking, a traitor to her father. Aside from Mammon, Glasya has numerous contacts across Hell, most of them with devils who believe they will eventually dominate her. One of her strongest allies is Fierana, the Grand Duchess of Phlegethos. While the Arch-Devil of Passion believes their alliance is mutually beneficial and lusts after the Princess, Glaysa has not once shared anything untoward with Fierana while she has learned a great deal about Phlegethos and diverts such information to her father. Her relationship with Dispater is largely congenial and professional; however, not even the Iron Duke has been immune to her wooing, although she has never so much as let him touch her (while she touches him all the time). Glasya possesses no formal relationships with the other Lords of the Nine; she is on reasonably good terms with most of them, although she and Beelzebub have conversed a few times with him implying the benefits of an alliance. She has no interest in such, but has not indicated as much to the Lord of the Flies. However, there is one devil for whom Glasya does have actual feelings, although none know of it and even she refuses to admit it. Merorem the Darkwind, the powerful Grand Duke of the Ebon Vale, has witlessly drawn Glasya’s inhuman and unholy affections. Of course, being a devil, Glasya has no idea how to cope with her feelings and, as a result, toys mercilessly with the Darkwind’s own emotions. Glasya hopes, perversely, to push Merorem to the point of rape, knowing full well the implications for her status and, as importantly, her father’s reaction to such a violation. The source of this behavior is unknown, although it is possibly due to the manner in which she was conceived. In any event, this capacity to love – however perversely – makes Glasya unique in Hell. There is little love between Glasya and her brother Lixer, the Prince of Hell. Glasya detests her brother for two reasons: first, he is not a true devil due to his mortal heritage; and second, she despises the fact that he is more intelligent and makes no attempt to hide it. Still,
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Glasya is very capable of manipulating others to cause interference to Lixer’s plans and is intimately aware of most of his major activities. The truth is Glasya is far more motivated to do well when she competes with Lixer and this is precisely what their father wants to see. Glasya does not dwell much on the loss of her mother, Bensozia. When the Queen of Hell was alive, she taught her daughter a great deal about intrigue and Hell, but never shared her dread secret. Glasya perceived her mother as weak and witless and with a great deal of contempt and disappointment. Still, she counts both Leviathan and Geryon as foes for their rolls in the Queen’s murder. She has no idea that Bensozia’s death was orchestrated by Asmodeus. It is known that Glasya fears her father immensely and that she has no interest in trying to betray him... at least not until she is absolutely certain that such an act would result in his death. Still, while she does not love her father, he is the only thing in Hell to whom she is as loyal as a devil can be. Likewise, Asmodeus does not love his daughter, but she is one of his most prized possessions, made by him for some unknown purpose, and any who would dare to soil or damage her would be the target of his infinite rage. So far, while Glasya instinctively knows that she, her brother, and her father are something different from the rest of Hell’s cosmic powers, she has not bothered to investigate further. Glasya is unbelievably beautiful despite her obviously diabolical appearance. It’s likely that, aside from Belial, she’s the most attractive devil in Hell. Glasya appears as a human woman just under 6 feet tall. Every aspect of her body somehow exceeds the desires of every male (and some females) of every humanoid race and subgroup while at the same time maintaining the same general perception. Glasya tends to wear long, white gauzy gowns that do nothing to hide her voluptuous form. She tends to go about barefooted, each toe adorned with a ring, much like her long fingers. Her wrists are bejewelled with bangles and bracelets, most beautifully crafted but mundane. She has long, black hair that reaches the small of her back, from which spread her large bat-like wings. Her skin is coppery, although she can change the color easily enough, and she has a pair of small coppercolored horns on her forehead. Her diabolical appearance is culminated with a long forked tail. Glasya speaks with a voice that communicates only pleasure, often punctuating her comments with by rolling her tongue across her teeth. It’s a shame that such beauty also houses such immense evil. Combat Glasya detests physical altercations, fearing that blood and gore may soil her clothes. Indeed, Glasya’s likely to teleport or planeshift at the first sign of danger regardless of whether or not the threat can actually harm her. Glasya believes that, as the Princess of Hell, she must represent demure sophistication that disallows stooping to such a base level as fighting. However, if Glasya is offended or interrupted in a major operation, not only will she fight, but she will reveal the full terror of her infernal heritage. Glasya will begin every combat round by calling on her Diabolical Aura to induce fear and calling in three pit fiends. In the next round, she will use dark desire or divine glibness to offer a suggestion, often encouraging those who succumb to her wiles to overthrow their fool-
ish allies who seek to impede the progress of an ordered society. In the next round, Glasya will usually target the most powerful adversary with a divine blast; she rarely seeks to destroy handsome rogues or bards. If she still finds that she faces stiff opposition, Glasya will call in more pit fiends and offer another suggestion. Once Glasya commits to a fight, she will not stop until her foes are dead or until she has lost a notable amount of hit points (over 1/5th), at which point she will planeshift or teleport away with little else on her mind save revenge. Alluring Gaze (unique salient divine ability): Glasya may transmit any of her enchantment spell-like abilities through her gaze, using the normal rules for gaze attacks. The range of this ability is 60 ft. Changing the current effect of her gaze is a swift action; suppressing her gaze is a free action. The Will save DC to resist any of the effects of Glasya's gaze is 52. Glasya typically has her gaze transmitting charm monster. Alter Reality (Su): Glasya exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Glasya can use limited wish with regard to her portfolio. This ability costs her no XP, and requires a standard action to implement. In effect, Glasya can duplicate practically any spell effect of up to 6th level, so long as the effect promotes intrigue, lust, or subterfuge. When she attempts to alter reality in opposition to another deity, she must succeed at an opposed rank check. As a free action, Glasya can assume any size from Tiny to Huge. She can also change the size of up to 100 pounds of objects she touches. Glasya's Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size she assumes. Her Strength score can never be reduced to less than 1 through this ability. Call Devils (Sp): As a standard action Glasya can attempt to call devils. She may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil except erinyes, of which she can call 27. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Unlike many arch-devils, Glasya is not restricted in her ability to call devils. After all, Glasya is the Princess of Hell and no devil is stupid or crazy enough to risk offending her or her dreaded father, Asmodeus. Having been placed in charge of the erinyes that haunt the Prime Material plane in pursuit of mortal souls, Glasya prefers to call these devils over all others. In fact, this is the reason she can call such a high number. Like these devils, though, Glasya detests physical confrontations not so much because she’s concerned about getting hurt but because she frets about damaging her nails or dishevelling her hair. Thus, Glasya is almost always in the company of a polymorphed pit fiend or two. There are persistent rumors that Glasya has the ability to call on her father as well. Whether or not Asmodeus can actually appear to assist her is unknown, but to draw his attention in any fashion is probably fatal at best for those who offended or threatened his daughter. Dark Desire (unique salient divine ability): Possessing inhuman beauty, the Princess of Hell can cause all kinds of beings, from the lowest of mortals to gods and cosmic entities, to be drawn to her and, furthermore, to do her dark bidding. Not only do targets seek to be-
come physically intimate with Glasya, they will do one service for her if they fail the save against the effect (Will save DC 52) as if under the effects of a suggestion spell. (Gods and cosmic entities are susceptible to this power regardless of their cosmic or divine rank). Those unable to quench their desire rapidly lose their composure and senses over the next nine rounds. During this time, they suffer a cumulative -1 penalties to their Wisdom and Charisma and are unable to take 10 (much less 20) on any skill, and must make Concentration check in order to cast spells or spell-like effects. Glasya may use this ability five times per day, and may target up to five creatures at a time. She frequently targets powerful mortal males, often having them sign their souls to Hell. Diabolical Aura (Ex): Glasya’s Diabolical Aura can be ignored on a successful Will save DC 59. Divine Immunities: Glasya is immune to ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation. Interestingly, perhaps due to her diabolical heritage, Glasya is not immune to banishment or imprisonment. The Presence of Hell (Su): Glasya’s Presence of Hell has a 1,350-foot radius, and all effects are as those cast by a 54th level sorcerer. Spell-Like Abilities: At will - blasphemy, calm emotions, change self, charm monster, confusion, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, dictum, dispel chaos, dispel good, dominate monster, false vision, flame strike, greater dispelling, greater invisibility, hold person, invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, mislead, nondetection, order’s wrath, persistent image, polymorph self, polymorph any object, protection from chaos, protection from good, raise dead, screen, shield of law, summon monster IX (as a lawful evil spell only), symbol of pain, time stop, unhallow, unholy aura, unholy blight; 3/day - destruction, fire storm, meteor swarm; 1/ day - hellball, wish. As a demigod, Glasya has access to the Evil, Law, and Trickery domains in addition to spells granted by the arch-devil template. All spells are cast as a 54th level sorcerer except Evil and Law spells, which are cast at 55th level (save DC = 37 + spell level; mind affecting, language dependant save DCs = 39 + spell level). Other Divine Powers As a demigod, Glasya treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Glasya can see, hear, touch, and smell at a distance of five miles. As a standard action, she can perceive anything within five miles of her servants or worshippers, holy sites, objects, or any location where one her titles or name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the sensing powers of deities or cosmic entities of her rank or lower at up to two remote locations at once for five hours. Portfolio Sense: Glasya is aware of any act of intrigue or subterfuge guided by a lust for greater power within a social (lawful) environment that involves one thousand or more people. Automatic Actions: Glasya can use any Charismabased skill, or a skill that promotes intrigue, as an immediate action if the DC for the task is 15 or lower. Glasya can also cast any Enchantment or Illusion spell-like abil-
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ity as a swift action. To use a skill in this way, Glasya must have ranks in the skill, or the skill must be usable untrained. Glasya cannot do anything as am automatic action if the task would involve actual movement. Glasya can perform up to two such swift actions each round. Lixer can use any Intelligence-based skill, or any skill that deals with arcane knowledge, as an immediate action if the DC for the task is 15 or lower. Lixer can also cast any necromancy spell as a swift action. Create Magic Items: Glasya can create any wondrous item with an enchantment effect so long as it does not exceed 4,500 gp. Possessions: Glasya frequently carries Caress, a +6 poisonous, unholy power short sword. Summoning Glasya The Princess of Hell is perhaps the most frequently summoned of the arch-devils as she has taken pains to ensure that the means to transport her to the mortal coil are widely distributed across the Cosmos. Her interest is transparent enough: Glasya seeks more power from mortal souls and knows that the more fools allowed to summon her draw their souls ever closer to eternal damnation in Hell. Glasya has very particular requirements for her summons. First, Glasya must be summoned in a place of exquisite, physical yet stately beauty. Such locations must also exhibit a subtle degree of sensuality without being coarse. Typical locations that will draw Glasya include royal gardens, castle grand ball rooms, and the waiting chambers of royal concubines or noble women. If such locations are not used, Glasya will simply not respond to the summons at all. Second, Glasya expects to be called by one with royal or noble blood. The summoner need not know of her royal heritage, but must be able to trace such lineage no further back than three generations. If one without royal blood attempts to summon Glasya, the DC on the summon increases by 90. Third, there must be some manner of marble statuary depicting a noble female figure or else a stately throne or chair. Lack of such an item increases the summoning DC by 30 points. In these latter two requirements, successful summoning Glasya yet not fulfilling her expectations results in Glasya arriving in a less than pleased state. Finally, the area must be surrounded with 99 white candles that burn saffron, lilacs, black orchids, and similar expensive, pleasant smelling herbs and flowers (this essentially lays just outside the perimeter of the magic circle against evil). Once the summoning ritual is completed, the summoning area is filled with an indescribable, somehow forbidden, yet intoxicating odor as the candles and incense immediately burn down into small reddish-purple tongues of flame. A warm, comfortable breeze will descend into the area even as the floor of the summoning area turns into black marble. If there is a statue in the area, Glasya will abruptly emerge from behind it; if there is a throne, she will likewise materialize from behind. The Princess of Hell will always address the summoner if she possesses royal blood, although she will not necessarily ignore the presence of others. If there is no such person in the area, The Progeny will be terse and catty, although not precisely rude. So long as she is treated with deference and respect, Glasya will be extremely polite and diplomatic, answering any and all questions (although she is certain to bend the truth to suit
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her). She will pay a great deal of attention to the interests and reactions of her summoners, seeking to learn any weaknesses they may have or discover anything to increase her bargaining posture. Glasya will move about the summoning area in a casually seductive manner, never doing anything particularly sexual yet somehow exuding a great deal of calm passion. If she deems it useful or necessary, Glasya has the power to use her Dark Desire power without having to breach the summoning area; she may target only one individual in this manner per summons. If at any time Glasya is treated disrespectfully, she will leave immediately although she will note those who angered her for future (and certain) reprisals. Once the summons is concluded, Glasya will slowly walk towards the edge of the summoning area towards the most attractive summoner (gender does not matter), a sultry look on her face. Just before she reaches the magic circle against evil, she will turn to her left, waving a lazy hand at each flame. Each flame creates a huge fiery arch towards either the statue or the throne. Once all flames are connected, a tremendous pentagram opens over the statue or throne, turning it into a burning effigy. With a wink or some other subtle motion, Glasya will enter into the pentagram, dissolving into ashes. The pentagram will suddenly disappear, leaving the burnt husk of the statue or throne behind.
HAAGENTI Arch-Devil of Inspiration The Dark Dreamer Bard 10/Loremaster 20 Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: A black cloud filled with stars on a dark blue, inverted triangle Hit Dice: 45d8 + 10d6 + 20d4 + 675 (1175 hp) Initiative: +18 (+10 Dexterity, +8 Superior Initiative) Speed: 120 ft., fly 240 ft. (perfect) Armor Class: 74 (-1 size, +14 deflection, +10 Dex, +34 natural, +6 profane), touch 40, flat-footed 64 Base Attack/Grapple: +60/+73 Attack: Claw +68 melee (4d6+9) Full Attack: 2 claws +68 melee (4d6+9), 2 wings +63 melee (4d8+4), 1 gore +63 melee (2d8+4) Space/Reach: 10 ft. /10 ft. Special Attacks: Call devils, Darkest Dreams, Diabolical Aura, Live the Nightmare, the Presence of Hell, Shattered Dreams, spell-like abilities, spells Special Qualities: Abomination traits, arch-devil qualities, bardic music (countersong, fascinate 4 creatures, inspire competence, inspire courage +2, inspire greatness, suggestion Will DC 29), blindsight 500 ft., damage reduction 30/epic, good and silver; darkvision 60 ft., Diabolical Prowess, divine immunities, greater lore, immunity to fire and poison, Inspired Addiction, lore +52, nondetection, regeneration 18, resistance to acid 30 and cold 30, see in darkness, spell resistance 63, telepathy 1,000 ft., true lore Saves: Fort +50, Ref +51, Will +51 Abilities: Str 28, Dex 31, Con 28, Int 42, Wis 26, Cha 38 Skills: Appraise +16 (alchemical devices +41), Balance +16, Bluff +84, Concentration +87, Craft (alchemy) +39, Decipher Script +52, Diplomacy +92 (+98 with
evil beings), Disguise +62 (+70 when acting in character), Escape Artist +58, Gather Information +58, Heal +31, Hide +64, Intimidate +72 (+78 against evil beings), Jump +64, Knowledge (arcane) +94, Knowledge (architecture) +52, Knowledge (dungeoneering) +52, Knowledge (history) +74, Knowledge (local: Hell) +74, Knowledge (nature) +22, Knowledge (nobility and royalty) +29, Knowledge (the planes) +94, Knowledge (religion) +78, Listen +56, Move Silently +58, Perform (orator) +50, Search +58 (+62 finding secret doors), Sense Motive +66, Spellcraft +104 (+112 deciphering scrolls), Spot +56, Survival 56(+60 underground, +64 on another plane, +62 while tracking), Tumble +64, Use Magical Device +96 (+108 with scrolls), Use Rope +13 (+21 with bindings) Feats: Brew Potion, Corrupt Spell-like Ability B, Craft Magical Arms and Armor, Craft Wondrous Items, Dark Speech B, Energy Admixture (sonic), Energy Substitution (sonic), Eschew Materials, Greater Spell Focus (divination), Improved Initiative, Iron Will, Magical Aptitude, Persuasive, Power Attack, Quicken Spell, Quicken Spell-Like Ability (charm monster), Skill Focus (Knowledge [arcana]), Spell Focus (divination) Epic Feats: Efficient Item Creation, Epic Evil Brand B, Epic Spell Focus (divination), Epic Spellcasting, Ignore Material Components, Improved Metamagic, Improved Spell Capacity (7th), Improved Spell Capacity (8th), Improved Spell Capacity (9th), Improved Spell Capacity (10th), Improved Spell Capacity (11th), Multispell, Polyglot, Spell Stowaway (wish), Superior Initiative Environment: The Infernal Realm of Dark Dawn, Avernus, First of the Nine Hells of Perdition Organization: Unique (Solitary) Challenge Rating: 51 Treasure: Quadruple standard Alignment: Lawful Evil (Neutral Evil tendencies) Every revolution, every change, every act of creation, everything mortals aspire to often geminates from dreams. Dreaming is typically perceived as the ability to think beyond the constraints of the present, to peer into a possible, undiscovered future, in order to bring about something new and innovative. Strongly identified with change and whim, few associate dreams with the suffocating darkness of Hell. In Hell, dreams are ruthlessly stamped out… Or so many from The Abyss or the Realms Above would have mortals believe. Indeed, there is some truth to the position of Hell’s enemies. Hell despises dreams that seek to bring about change with which Hell disagrees. Essentially, in Hell, dreams must fit into the grand plan, the schemes that will ensure the fulfillment of Hell’s intent to control all of Creation. Any dreams that get in the way of this goal are at enmity with Perdition. As a result, devils and those who serve the will of Hell find it better to hide their dreams, to blanket them under logic, formality, and reason. But, dreams are very much a part of Hell and have been powerful motivators for much of what has happened in The Pit for countless millennia. And, standing at the vanguard of unconstrained dreaming in Hell is the ArchDevil of Inspiration, Haagenti the Dark Dreamer. One of the oldest arch-devils, Haagenti can be counted among the malefircareim, the hellspawn that
emerged from the blood of The Overlord. From the start, Haagenti was different from his peers. While they sought to impose their own order on each other, Haagenti sought another route. Rather than fight against his brethren, Haagenti sought to do the unthinkable: understand their motivations. Haagenti sought to explore the dreams that moved his brothers, encouraging them to think and perceive beyond their constraints and boundaries. This peculiar behavior cast Haagenti on the periphery of the battles that rocked Hell before Lucifer’s appearance, the other malefircareim regarding the Dark Dreamer as a weak fool not worthy of inclusion in their conflict… Yet and still, many secretly traveled to Haagenti to find the means to overthrow their self-imposed restrictions, their personal limitations. Grudgingly, many viewed their successes as revelations from their time spent with their outcast brethren, believing that his flawed nature benefited them due to their own perfection. What so many never understood was that Haagenti learned a great deal more about them than they learned about themselves and this knowledge Haagenti coveted not because he planned on using it to rule Hell, but because it provided satisfaction in his own superior ability to exist on a higher plane. Haagenti could do what the others could not: he could ignore the binding impulses of Perdition and carve his own destiny, all the while ensuring that those that met with him witlessly fed his insatiable curiosity about Existence. Eventually, Lucifer arose and reined in the malefircareim, slaughtering tens of thousands of them. Haagenti remained one of the few unscathed by the first Overlord’s purge. However, when called before Lucifer, Haagenti was simultaneously rewarded and punished. Although gifted with great power as an arch-devil, the Dark Dreamer was also marked as a traitor to his kind and was cast out of Hell. This was of minor importance to Haagenti, for in the countless eons he traveled the Cosmos, seeking to inspire others to unbind their own limitations in favor of a greater cause. Haagenti inspired revolutionaries, offering them glimpses into a future in which all was orderly and all were equal in utopia. He inspired propaganda, allowing artists to subtly encourage unity and hard work in pursuit of a common cause. Haagenti turned the still waters of the mind into the wine from a vineyard of ideas. He forged gold from the iron mind of mortals and immortals alike, never remaining in place too long, always pursuing a new opportunity. Many wonder if Haagenti is truly evil. After all, he seeks to unbind the creativity, to inspire and grow. What too many do not realize is that Haagenti seeks not to release creativity for the sake of art and expression, but for the purpose of channeling specific attitudes and goals through art and expression. Namely, Haagenti seeks to fulfill the darkest, most tyrannical dreams of mortals. He encourages those strong of mind, but weak in spirit, to attack the joys of independence and freedom in the name of unity. This unity is a façade, for in reality, Haagenti wants nothing less than the binding of the body and emotions of all under a common banner. Although Haagenti seeks not to rule, he himself is as bound by the laws of Hell for all he can do is perpetuate tyranny and oppression. The inspiration he unleashes, the dreams he helps bring to reality always have an end result that promotes evil and order. The revolutionaries impose martial law, overthrow existing democracies or beneficent monarchies in return for massive empires. The artists create music or murals that speak to the heart of the oppressor
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and open the mind of the demagogue. Haagenti inspires nothing less than Hell. Although Haagenti has spent the majority of his time traveling the Cosmos, particularly the Prime, since the Dies Irae, he has found his way back to Hell. As time has progressed, Haagenti has slowly abandoned his selfcentered nature as he has become more convinced that the knowledge he has acquired may have put him in a position to inspire change in the changeless places for a greater rule. Thus has Haagenti returned to Hell. Setting up his Infernal Realm of Dark Dawn on Avernus, Haagenti – although still an outcast – has received a pardon from Asmodeus. Haagenti has no allies among the Peerage of Perdition, particularly the oldest Lords of the Nine, ensuring his continued isolation. Dispater and Mephistopheles, in particular, despise him, viewing him as a mutant among their kind, an example of a devil infected with elements demonic. Indeed, Mephistopheles would like nothing better than to consume Haagenti’s knowledge and then cast his lifeless husk into the Pit of Darkness. Dispater fears Haagenti’s ability to give meaning to the most deplorable task, knowing that such an attitude upsets his dedication to the status quo. Haagenti also finds that he is opposed by Belial and Beelzebub; while the Master of Pain and Sufferings regards the Dark Dreamer as a flighty simpleton, Beelzebub’s ideas about perfection cannot support the arch-devil’s promotion of individualism. The only Lord that has any meaningful relationship with Haagenti is Bael who recognizes the value of thinking outside the box. Still, Bael is cautious with Haagenti, knowing that although his exile has been released the Dark Dreamer still remains beyond the bonds of Hell. Interestingly, Haagenti has quite a few allies among the Dukes of Hell, particularly with Caim, Caarcrinolaas, Amdusias, and Carreau. Each of these Dukes inspires change of some sort and sees a kindred spirit in the Dark Dreamer. Still, the Dukes are careful to conceal any alliances they may have with Haagenti and it is unlikely that they are aware of others. Interestingly, Haagenti has no known alliance with other cosmic entities or gods. Haagenti appears as a hefty humanoid with vaguely bovine features. His flesh is like the moody night sky, dark blue with white and gray “clouds” perpetually drifting, and his amber eyes are like those of an owl. A pair of bull-like horns juts from the side of his head and a pair of blue and gray wings sprout from his back. Haagenti tends to dress in very stylish black doublets and high, black leather boots. He rarely carries anything other than a medallion (actually an amulet of the planes). Haagenti speaks in a deep, soothing voice and he has never been known to raise his voice; the only way to know that Haagenti is filled with rage is when he is utterly silent – an occurrence that happens very infrequently. Combat Haagenti is not a combatant by any stretch of the imagination. He hates fighting, physical or otherwise and other arch-devils and Lords of the Nine of hellspawn origins point to this aversion as further proof of his weakness. If faced with a situation that requires combat, Haagenti will immediately teleport or plane shift away, rarely taking time to determine who dared to attack him. In a situation that requires combat, Haagenti uses his Diabolical Aura, Presence of Hell, and Shattered Dreams
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in immediate succession. He will then attempt to curse the most dangerous opponent before taking to the skies in order to maintain distance. From here, Haagenti will concentrate on remaining adversaries with his most powerful spell-like abilities. Bard spells known: 0 – daze, flare, know direction, mage hand, prestidigitation, read magic; 1st – cure light wounds, extract drug*, hypnotism, sorrow*, undetectable alignment; 2nd – addiction*, calm emotions, eagle’s splendour, fox’s cunning; 3rd – crushing despair, cure serious wounds, displacement, glibness, remove curse; 4th – detect scrying, dominate person, modify memory, rainbow pattern, zone of silence; 5th – dream, false vision, mass suggestion, mind fog, nightmare; 6th – analyse dweomer, bestow greater curse*, greater scrying, project image (4/8/8/7/7/7/7/3/3/3/3/2/2. 60th level caster; base DC 33 + spell level, DC 37 + spell level for divination). Call Devils (Sp): As a standard action Haagenti can attempt to call devils. He may attempt to call up to three times per day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Haagenti has a 50% chance of success with each calling attempt. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Haagenti loathes calling on devils, fearing swift reprisal from Asmodeus or any of the Lords of the Nine. However, if in a situation that warrants it, the Lord of Luster will call on erinyes. He will only call on more powerful devils if his very existence is threatened. When in a spot, Haagenti will call on axiomatic dream larvae. These creatures represent his own warped values with regards to dreams and follow his will to the spirit and letter. The Dark Dreamer may call one axiomatic dream larva thrice per day. Darkest Dreams (Su): As the Arch-Devil of Inspiration, Haagenti often sends dreams to those with delusion of grandeur and those with misguided goals to improve society through propaganda and creativity. Thrice per day, Haagenti may call on Darkest Dreams. When the Lord of Luster uses Darkest Dreams, he does not necessarily sleep himself and is perfectly able to react to any attack against his person, although in doing so he voluntarily ends the effect. Should Haagenti decide to attempt to continue his assault against an unsuspecting soul, he may receive a Concentration check DC as if he were attempting to cast a spell while being distracted (this effect functions as a 10th level spell). Ostensibly, Darkest Dreams functions in a manner similar to the dream or nightmare spells and Haagenti can chose between the two. Haagenti can extend his Darkest Dream ability to any being whose name he knows within a one mile radius of his person. The recipient must be asleep when Haagenti contacts him. The victim believes that he is dreaming and has no reason to suspect that he is being contacted by a devil. In the dream, Haagenti uses poetry, music, or speech to convince the recipient of a course of action relevant to the recipient’s goals and desires. In most cases, Haagenti offers dreams that prompt recipients to engage in acts in pursuit of stronger governmental control over creativity, art, and cultural elements. Thus, to a guildsman interested in curtailing artistic expression, Haagenti would provide a dream to bolster the recipient’s Charisma when promoting his position before his peers. In any case, when Haagenti appears in the dream, the recipient receives a Will saving throw DC 55 to refuse the offer and
immediately wake up; if the recipient fails, he is affected by a suggestion spell that persists for the next nine days as he does everything within legal means to achieve his goal; Haagenti even offers a wish to the victim, allowing strange coincidences to occur to promote a successful meeting of the victim’s goal. Each day, he receives a +2 bonus to Charisma even as his Wisdom suffers a -2 penalty. Once the victim reaches his goal, the bonuses immediately disappear; unfortunately, the penalties are released by 2 over the next nine days. If the recipient never achieves his dream, then he suffers from the nightmare aspect of the effect. When using the nightmare aspect of Darkest Dreams, Haagenti sends a disturbing image of a goal or desire being shattered by another or by a weak government. In this version of Darkest Dreams, the victim likewise feels a strong suggestion to do whatever is necessary within legal means to protect his dreams. However, he becomes obsessed with his goal and suffers a -2 penalty to his Charisma for each day as he becomes more forceful; this is coupled with a loss of 10 hit points. Otherwise, this version of Darkest Dream is identical to nightmare. Haagenti finds the nightmare aspect of Darkest Dreams to be beneficial to weed out those in the way of his reforms and propaganda, finding amusement in them knowing what is about to happen to their world but with reduced means to stop the outcome. The nightmare portion of Darkest Dreams can only overcome by a good aligned cleric of at least 31st level. Diabolical Aura (Ex): Haagenti’s Diabolical Aura can be ignored on a successful Will save DC 55. Inspired Addiction (Ex): Haagenti finds that at times, inspiration requires a bit of a push and he is more than willing to provide that push. Haagenti offered Inspired Addiction to those foolish enough to take his offers of help. Nine times per day, Haagenti may offer a boon to almost any aspect of a client’s life. Typical boons include a +2 bonus to ability scores, a +3 bonus to skill ranks, a new feat or spell, or an enchantment to a magic item (that exceeds the typically limits of said item). Every three days for the next three months, these bonuses increase as the client slowly sees his dreams fulfilling, his inspiration fueling his creativity and success. However, in return for these boons, Haagenti sees to it that the victim pays. The victim becomes addicted to something related to his dreams, but dangerous to his being or freedom. Thus, a musician may find himself addicted to stimulant drugs or sensations while a sculptor may find herself addicted to acts that harm her body. The addiction must be fed for at least one hour every three days or else the victim suffers from fatigue and takes 10 points of damage each day until the addiction is accepted (for every required time skipped, the client must satisfy the addiction twice). Haagenti is capable of removing the addiction by rarely does so unless the client swears his soul to the Arch-Devil of Inspiration. Once this occurs, the victim becomes irrevocably Lawful Evil and his soul is consigned to the Infernal Realm of Dark Dawn under Haagenti’s control. Conversely, the victim may approach a 31st level cleric, receive restoration, atone, and pursue a quest to overcome the addiction permanently; this must be accomplished within three weeks or else the addiction remains permanently. Live the Nightmare (Su): The Arch-Devil of Inspiration knows how to make the dreams of success turn into
failures. He also knows how to turn dreams against the dreamer. Nine times per day, Haagenti can bring nightmares into flesh. This allows him to magnify adverse effects on the targeted creature while belittling beneficial effects. When used in this fashion, Live the Nightmare seems to cause all negative effects to function at maximum intensity for the next nine rounds. Thus, if a victim takes damage, he suffers the maximum amount of damage caused by the source; if the victim is forced to make a saving throw to avoid harm, he automatically fails. However, what the victim does not know is that these adverse effects are all in his imagination which now functions under Haagenti’s control. Thus, real damage is rolled separately and that is truly what the victim suffers although he will not know this unless he makes a successful saving throw against Live the Nightmare. Conversely, Haagenti makes beneficial effects seem inconsequential to the victim; thus, healing spells seem to provide the lowest possible benefit, restorative magicks do not function at all and so on. Again, these effects truly work as normal save that the victim does not see it. As a result, a victim of Live the Nightmare may die from a poisoning against which he really saved; or the victim continues to lose hit points after a successful heal skill check (the victim does not have to be conscious to avoid Live the Nightmare power as it affects the soul, not the mind). Live the Nightmare affects all creatures within 90-feet of Haagenti that fail a Will save DC 55. The Presence of Hell (Su): Haagenti’s Presence of Hell has a 1350-foot radius centered on himself, and all effects are as those cast by a 54th level sorcerer. The Will save DC is 55. Regeneration (Ex): Haagenti takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor. Shattered Dreams (Su): Haagenti knows all about the dreams that motivate beings. He knows well that most dreams are built upon the premise of things achieved and earned through hard work, perseverance, and luck. Haagenti knows how to tear down the qualities within beings that forge realities out of dreams. Nine times per day, Haagenti can call on Shattered Dreams. This power extends in a 90 foot radius from Haagenti’s person, possesses a Will saving throw DC 55, and actively affects creatures over nine rounds; those that fail their saves are permanently affected by Shattered Dreams. Shattered Dreams allows Haagenti to make the things gained in pursuit of one’s dreams turn against the owner. This focuses on a character’s most prized possession or on the most important element of the victim’s life at the time; thus, a cleric in the heat of battle against undead may find his ability to turn them tarnished; the next day, while trying to heal allies, the same cleric finds that he cannot reach his deity. Furthermore, the most prized possession does not necessarily have to be an item; for one wizard it may be his ability to cast spells while for another it may be the ability to use a powerful magic item. A fighter swinging a sword would find himself incapable of attacking with the sword at all, while a rogue may not be able to climb walls for the duration of the effect. Minor or major artifacts are not affected by Shattered Dreams ability and always function properly. Shattered Dreams can only be removed by a cleric of at least 31st level casting miracle followed by remove curse.
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Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect chaos, detect magic, fear, flame strike, fireball, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, major image, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, raise dead, read magic, suggestion, symbol of pain, telekinesis, unhallow, unholy aura, unholy blight, unhallow, wall of fire; 3/ day - destruction, firestorm, meteor swarm; 1/day - hellball, implosion, wish. Caster level 59th; DC 33 + spell level. Possessions: Haagenti always carries an amulet of the planes, given to him untold years ago by a witless mortal. Otherwise, Haagenti has little reason to carry anything, although he has access to countless treasures within his realm, Dark Dawn. Summoning Haagenti The Dark Dreamer, though ostracized within Hell, is nonetheless one of the most sought after arch-devils in the Cosmos. Those who seek him are hell-bent on defining themselves as something greater and believe that Haagenti will fast track them along this path. Such desires tend to grow over time. Something about such souls allows Haagenti to find them, watching, feeding upon, and eventually entering their dreams. Those along the path to dealing directly with the Dark Dreamer can sometimes be recognized by the way they live their lives: their waking hours are short, but taken up in fervent, single-minded pursuit of a particular thing, and dark circles ring around eyes that gleam with the spark of inspiration. It is by dreams that these creatures learn how to summon Haagenti, sometimes by the apparition of Haagenti himself. The danger in this is that the Dark Dreamer does not teach those who seek him how to also protect themselves; such things must be discovered elsewhere. Haagenti must be summoned during the quiet hours of the night. Incantations are whispered, never shouted, and the place of summons must be lit by lavender-scented candles. The inner of the two magic circles should be placed askew, smaller than usual and towards the west side of the outer magic circle. Those who have not been taught the protective aspects of summoning Haagenti will place the chief summoner on a bed in the center of the outer magic circle, close to the inner circle. At the height of the summoning, the summoner will fall into a deep sleep as Haagenti appears; the Arch-Devil of Inspiration will deal only with the sleeping creature. Since the chief summoner is within the outer magic circle, nothing prevents Haagenti from simply destroying the creature should he please – and such a threat can be used as a bargaining chip should guile not sufficiently serve the Dark Dreamer’s purposes. Better-prepared summoners will instead place a goodaligned humanoid within the outer magic circle as a sacrifice. Should said sacrifice have more than 18 Hit Dice, the summoner gains a +5 bonus when determining the success of the incantation. In any case, the humanoid must be bound to the bed and either magically or alchemically induced to sleep. At the height of the incantation, images begin to appear within the inner magic circle. Such images vary
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depending on the viewer, but invariably are a mix of people, places and events seen by the individual over the last nine days; those already steeped in evil will generally see horrible things, with a Will save DC 55 required to avoid becoming shaken. Non-evil summoners are more likely to see images that only enhance their desires to bargain with the Dark Dreamer. These images eventually shimmer and fade, so that Haagenti is revealed standing upon a swathe of vivid green lawn, while stars begin to appear and circle him. While most of the stars are blue-white, a single, malevolent red orb is the last to appear, and it moves swiftly to engulf and consume all the other stellar bodies. Haagenti watches this display, though he must have seen it many times before, with undisguised longing. Once the display is complete, the red star is about the size of Haagenti’s head, and it thereafter orbits him throughout the encounter. Haagenti does not rush through any bargains made, nor does he use threats to reach the desired end. He makes liberal use of illusion not to deceive so much as to show possible futures for potential clients, awakening their greed and passion for the path he offers. Many times the bargain is not complete when the summons ends, though the Arch-Devil of Inspiration tells such clients that he will contact them in their dreams. At the end of the summons, the clouds that appear to move across Haagenti’s skin begin to race as if before a furious wind. The light within the area flickers on and off, and the red star expands behind the Dark Dreamer, appearing soon thereafter to sink into the ground like a hellish sunset. Inky darkness fills the area, and Haagenti – along with the sleeping sacrifice – disappears in the midst of it. Those who summon Haagenti without a summoning sanctuary in place must make a Will save DC 55 or suffer nightmares every night from that time onwards. While evil creatures will generally dream of the consequences of crossing Haagenti (the Dark Dreamer has meted out some particularly exotic punishments over the eons), non-evil creatures merely dream and remember how much more vivid life was when Haagenti met with them, and will seek out narcotics in order to try and replicate the experience.
LIXER, Prince of Hell Arch-Devil of the Undead Archivist 15/Necromancer 3/True Necromancer 17 Medium Outsider (Augmented Humanoid, Evil, Extraplanar, Human, Lawful) Divine Rank: 5 Symbol: A skull within a black pentagram on a purple field Portfolio: Knowledge, Negative Energy, Undead Cleric Alignments: LE, NE, LN Domains: Death, Deathbound, Knowledge, Undeath Favored Weapon: "Eikonoklastos" (rapier) Hit Dice: 10d8 + 32d6 + 3d4 + 405 (689 hp) Initiative: +11 Speed: 90 ft., fly 200 ft. (perfect) Armor Class: 68 (+12 deflection, +11 Dexterity, +5 divine, +24 natural, +6 profane), touch 44, flat-footed 57 Base Attack/Grapple: +28/+43 Attack: Eikonoklastos +52 melee (1d6 + 19 plus unholy power/15-20/x2 plus unholy power)
Full Attack: Eikonoklastos +52/+47/+42 melee (1d6 + 19 plus unholy power /15-20/x2 plus unholy power) Space/Reach: 5 ft./5 ft. Special Attacks: Acidic blood, call devils, diabolical aura, domain powers, the Presence of Hell, rebuke undead, salient divine abilities, spell-like abilities, spells. Special Qualities: Arch-devil Qualities, damage reduction 30/epic, good and silver, dark knowledge 8/day, Diabolical Prowess, divine aura (50 ft., DC 36), divine qualities, divine immunities, fast healing 5, immunity to acid, fire and cold, lore mastery, necromantic prowess, regeneration 18, resistance to electricity 25, spell resistance 59, still mind, zone of desecration (major) Saves: Fort +40, Ref +34, Will +43 Abilities: Str 30, Dex 33, Con 28, Int 46, Wis 35, Cha 35 Skills: Balance +24, Bluff +64, Concentration +62, Decipher Script +73, Diplomacy +83 (+89 with evil beings), Disguise +30 (+36 acting), Escape Artist +29, Gather Information +71, Heal +65, Hide +29, Intimidate +70 (+76 against evil beings), Jump +44, Knowledge (arcana) +73, Knowledge (architecture and engineering) +71, Knowledge (history) +71, Knowledge (local - Sharnth) +73, Knowledge (nobility and royalty) +71, Knowledge (psionics) +71, Knowledge (religion) +73, Knowledge (the planes) +71, Listen +30, Move Silently +29, Ride +46, Search +71 (+77 with secret doors), Sense Motive +65, Spellcraft +105, Spot +30, Survival +17 (+23 on other planes, +23 tracking), Tumble +29, Use Rope +16 (+18 bindings) Feats: Combat Expertise, Combat Reflexes, Corrupt Spell-like AbilityB, Craft Wondrous Item, Dark SpeechB, Extend Spell, Extra TurningB, Fell Weaken, Fortify Spell, Greater Spell Focus (Necromancy), Greater Spell Penetration, Heighten Spell, Improved Critical (rapier), Persistent Spell, Scribe ScrollB, Skill Focus (Spellcraft)B, Spell Penetration Epic Feats: Craft Epic Wondrous Item, Epic Evil BrandB, Epic Skill Focus (Spellcraft), Epic Spell Focus (Necromancy), Epic Spell Penetration, Epic Spellcasting Salient Divine Abilities: Arch-Devil of the Undead*, Automatic Metamagic (Fell Drain), Divine Corpsecrafter*, Divine Spellcasting, Extra Domain (Knowledge), Extra Domain (Undead) Environment: Gloomfire, the Negative Energy Plane or Malsheem, Nessus, the Nine Hells of Perdition Organization: Solitary (Unique) Challenge Rating: 49 Treasure: Quadruple standard plus The Eikonoklastos Alignment: Lawful Evil The Overlord of Hell is a crafter of countless plans. Having waited in the infinite depths of darkness and infinite evil, Asmodeus has had an eternity to compose a myriad of plots and goals. While many of Asmodeus’ plans are singular and independent of each other, others are intimately entwined in a stately dance, spinning towards an end only The Overlord can see. Like a master architect, Asmodeus has created countless designs that will allow his plans to fall into place one at a time, plans so insidious and complex that not even the greatest gods of knowledge can easily piece them together. The Overlord shares his plans with none (save perhaps Aes-
madeva). Not the other Lords of Perdition, his own Court, and not even with his own children. Indeed, some believe that the creation of his children are all part of some plot that will take shape in a future so dim that only gods of time can see possible outcomes. The creation of Lixer, the Prince of Hell, may well be one of the many keys Asmodeus has created to unlock the future he seeks to create. Lixer, the Pale Prince of Hell, is the spawn of Asmodeus through a powerful mortal noblewoman. Relissa Trebonaris was a mighty infernal speaker and a baroness on a world known as Sharnth. At the pinnacle of her power as a dedicated servant of Hell, Relissa realized that her thirst for knowledge and rulership could not be accomplished through the strength of her own knowledge. Not even undeath would be good enough. So, in an act of desperation, Relissa considered and acquiesced to the unthinkable: she offered her body to The Overlord of Hell. It is believed that Relissa did what no other mortal in any world at any time dared to do: she summoned Asmodeus to the mortal coil of Sharnth. In an unspeakable ceremony and rite, before 27 cardinals of Asmodeus, vile blackguards, and other infernal speakers gathered from across her realm, Relissa gave herself to The Lord of the Nine. When the act was completed, Asmodeus promised Relissa that the knowledge gained would fulfill the great plans he had for her. As the dark seed within Relissa grew as a normal human child, so too did her knowledge and her command over the bodies and minds of her subjects strengthened. Her burgeoning power led her to overthrow rival baronies and lay waste to those in her barony who dared to challenge her. Yet, her dreams became more profound and dismal as time passed. By the end of her term, Relissa’s dreams had taken her into the depths of Hell, into the past that Time long since devoured, and into the future Asmodeus had planned. So depraved was this final vision that preyed on her soul - which occurred at the beginning of her nine hours of labor - that Relissa went mad. Her nursemaids and midwives were driven from their queen by a terrible fear, leaving Relissa alone in darkness. As she died, Relissa fully realized the horror of The Overlord and her quest was fulfilled as her soul was consumed by the father of her first and only child. As Relissa’s body died, so too did new life emerge from her fevered husk. Named Lixer by the disembodied voice of Asmodeus, the child was dubbed Prince of Hell by the sudden arrival of Martinet and Aesmadeva. Speaking for Asmodeus, Martinet granted custody of the preternaturally intelligent child to Relissa’s brother and adversary, Jarun, a powerful baron in a rival realm. Lixer’s childhood is shrouded in darkness. It is known that he was evil from the moment he bled from his mother’s cadaver. He saw through the small minds of mortals and Outsiders. He could see into the very world of shadow and death. Lixer took to the study of magic - necromancy in particular - well and had power rivaling that of men twice his age by his 16th birthday. Before he was 18, Lixer had completely overpowered the minds and souls of his court. Jarun was spared domination by Lixer (probably due to Lixer’s intent), and was able to raise an army to take what he believed was rightfully his. Through ingenious strategy, a willingness to kill thousands, and his own personal power, Lixer decimated his uncle’s armies and captured his uncle alive. Lixer executed his uncle himself, using his magic to pull every single bone from Jarun’s body. Lixer then pun-
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ished Jarun fully by turning him into the first of his Thirteen, undead warriors who cannot help but obey their dreaded master. Lixer assumed control of his uncle’s barony and his evil spread across Sharnth like a great, bloody cloak. In short order, as he wiped out adversaries (turning the greatest into the rest of his Thirteen), Lixer forged the mighty Narqian Empire (named after an ancient ancestor). For over 999 years now, Lixer the Scion-Emperor has ruled the empire, contesting the other lands of Sharnth throw his vile, organized evil. Many in Sharnth, including the powerful Lucent Hand and their leader, Athern, count Lixer as the most vile being in Creation. It is unclear how long Lixer knew of his heritage. Most believe that he has been aware of his father ever since his conception. It is known that upon taking control of Narq that Lixer commanded all of his citizens to worship the Powers of Hell, Asmodeus above and beyond all others. So total is Lixer’s dedication to Hell that he weaved ancient and terrible magicks into the very soil, causing all who die in his empire to be condemned in Hell for 999 years after their deaths. Upon the completion of this act, Lixer was physically transported to Nessus wherein before the Gathering of Perdition he was recognized by Asmodeus as his only son and the Prince of Hell. Equal in rank to his half-sister, Glasya, Asmodeus announced that his two offspring would rule in his stead should anything ever happen to him. In a painful process, Asmodeus purged his son of his mortal physiology and remade his physical nature as a devil, finally allowing his external nature to match his decrepit soul. Still, Lixer is perceived by the Lords of the Nine and by Glasya as a mongrel and half-breed unworthy of his status; however, none are foolish enough to contest Asmodeus and all know that Lixer - in spite of his origins - is easy a match for them. The Pale Prince is the mightiest necromancer in Hell. Indeed, he is ranked as one of the greatest powers over undeath in the Cosmos, his name often mentioned in the same breath as Orcus, the Demon Prince of the Undead. Lixer has found ways to bind negative energy to devils in a manner transcending that of even Mephistopheles. But undeath is just a means to an end to Lixer. Lixer knows that even beings such as himself can be destroyed and he seeks mastery over not just death, but over Oblivion. Lixer represents the desire of rulership and command that extends into the life beyond. In Lixer, tyrants see their rule lasting eternally, their beliefs and their power dragging on time like spiked chains. Lixer’s rule is dedicated to an everlasting empire in which his law is Right and all those opposed to it are not just crushed, but forced to accept his rule if not in life, then in unlife. Lixer’s is the way of war, intellect, and cold efficiency. He is not fond of subtlety and intrigue, tending to frown upon those too cowardly to confront him directly. Still, Lixer is an expert plotter and, like his father, tends to have multiple plans working simultaneously. Lixer’s is one of the greatest minds in Hell and he is not modest about this fact. One of his greatest weaknesses is his arrogance; Lixer seems incapable of admitting when he is out of his depth. Still, Lixer learns quickly and believes that his arrogance actually serves as a shield, allowing him to lull his enemies into a false sense of security. Lixer spends most his time in The Gloomfire in Nessus. He allows a simulacrum to rule his empire in most cases as his desires now transcend Sharnth. In Negation,
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his tertiary realm in the Plane of Oblivion, Lixer seeks to solidify his power over undeath. Indeed, this is his primary goal as he believes that he is destined to take command of undeath. Lixer counts Orcus as his primary adversary. It is unclear as to when Lixer came to this conclusion, although it is known that he has battled against the forces of The Goat since before his apotheosis. Lixer frowns upon the madness and blind hatred Orcus represents, believing that such power over negative energy belongs in the hands of one who knows how to manipulate it properly. So far, Lixer has demanded that he deal with the Demon Prince of the Undead on his own, ignoring offers from his father and other Peers of Perdition for aid. The war between Lixer and Orcus has become very personal for Lixer, who believes that his victory over a demon prince is a reflection of his own personal power. Orcus, for his part, feels a loathing for Lixer that rivals his hatred for Demogorgon and Graz’zt. In Hell, Lixer has historically been subtly ostracized by arch-devils and the Lords of the Nine. However, as his successes across the Cosmos have grown, all are forced to grudgingly admit his prowess. He has found himself invited to meet at court with both Mephistopheles and Dispater. This direction, from two of the “classic” Lords, suggests that Lixer is perceived as a “devil true” rather than a mortal at this point. Of course, it is equally likely that both Lords wish to eventually subsume some - if not all - of Lixer’s portfolios. While Mephistopheles would value Lixer’s knowledge, Dispater could benefit from identification with eternal stability represented through undeath. Lixer is well aware of the risks he takes with the two oldest Lords, but knows that he needs allies and that these two are certainly powerful ones. On the other hand, Lixer has made the canny decision not to needlessly antagonize the Fallen. Beelzebub has been forced to react to Mephistopheles’ wooing of the Pale Prince and treats with him as opportunity allows. Belial has yet to open official channels, although he has sent Gazra on occasion to The Gloomfire. The other Lords tend to ignore Lixer… All but Bael. Bael and Lixer detest each other. Relative newcomers to their respective positions, each feels threatened by the other. Indeed, Bael has regularly questioned Lixer’s status in Hell. So far, Lixer has shrugged off Bael’s insolence, but has done much to sabotage the Warlord’s alliances with mortal agents across the Cosmos. Aside from the Lords, the only other alliances Lixer has established are those with Merorem and Glasya. Merorem, one of the oldest arch-devils and master of the Darkwinds of Time, seems to have an odd interest in Lixer that may stem from something the Grand Duke of the Ebon Gale has seen regarding Lixer’s possible future. Still, Merorem takes every opportunity remind Lixer the truth of Hell and has no qualms about embarrassing the Pale Prince so long as he does not anger The Overlord. Lixer and Glasya seem to completely despise each other. Glasya perceives him as an unworthy ant, while Lixer views his sister as a worthless harlot. Their relationship is complex; Lixer represents the logical appeal of Law and Evil while Glasya the emotional. There is certainly no love shared between the two and their rivalry is fierce. However, the two have been know - for reasons inexplicable - to eliminate plots and threats to each other. For Lixer’s part, he believes that none but he should orchestrate the destruction of Glasya, thereby revealing to Asmodeus his right to be the sole heir to the Serpent’s Throne. Indeed, this rivalry has made both
Lixer and Glasya very productive in Asmodeus’ eyes, ensuring that they both perform to their utmost in their attempt to impress him. Lixer still considers the Lucent Hand, having ascended into the Realms Above as Kerubim, enemies of the highest order. In particularly, Lixer seeks the permanent removal of Athern, Seraph of the Celestial Moon. At one point in recent history, Lixer orchestrated the capture and decimation of the Lucent Hand and even had the pleasure of torturing Athern. Still, although Athern escaped and has fouled many of Lixer’s plans, the ScionEmperor cannot help but respect the Seraph of the Celestial Moon - although he will not hesitate to kill him immediately if their next meeting allows. Finally, Lixer has a very secret relationship with the Dark Prince of The Abyss, Graz’zt. The depths of this alliance, known only to the Order of the Lie and Asmodeus in Hell, is unknown; however, it is likely that whatever bargain has been struck between these two monsters is based upon a mutual hatred for Orcus. Still, Lixer does not trust Graz’zt in any sense of the word and looks forward to the day he can end their agreement and the demon prince’s existence. Lixer is loyal to his father, but only to the extent that he realizes his own authority derives partially from that of Asmodeus. Unlike his sister, Lixer’s jaded heart is far too cold to feel any emotion so mortal as fear. Yet, at the same time, he is more than intelligent enough to realize the limitations of his freedoms and to observe them. The Overlord allows his son to test the limits of his chain; to Asmodeus, Lixer is his only other offspring and it is only fitting he should seek to rule. This should not be taken to convey any love of his son of the part of the King of Hell for Asmodeus is incapable of such an emotion; his children are only valued by him in terms of his own pride and lust for power. Lixer appears as a tall, slender man with an incredibly regal bearing. His entire body is a glimmering marble with hints of violet. His large eyes glow a rich purple and his hair is dark and feathered. A pair of small horns adorn his forehead, and large feathered wings - black as night - spread from his broad back. Lixer tends to dress in stylish, black leather gowns with high collars. He rarely smiles, but it is known that he has a pair of small fangs and that his tongue is forked. Lixer’s angular face bears a look of perpetual contempt, and his voice is little better. In addition to various purple stones on his fingers, Lixer always wears an amethyst crown and carries a single weapon, a rapier that seems to be forged of pure darkness. Combat Assuming Lixer feels significantly threatened by his opposition, he will initiate combat with a barrage of five powerful necromantic spells, which can all be cast as free actions. If his opponents appear badly injured by this onslaught, the Prince of Hell will cast transformation and enter melee in preparation to make a full attack the next round. If his opponents appear unfazed by this barrage of necromantic magic, the Arch-Devil of the Undead will cast hellball and then take to the air, ascending some 200 feet. If his opponents appear particularly vulnerable to a specific energy type, Lixer will use divine spells to target their weaknesses. If his opponents continue to appear relatively intact,
the Pale Prince will flee next round via his greater teleport, returning at a later date after researching his enemies’ weaknesses and preparing the appropriate spells. If prevented from fleeing either by greater teleport or by air, Lixer will call devils in an attempt to swarm his enemies and will seek to escape combat at the first opportunity. Acidic Blood (Ex): When wounded by a piercing or slashing attack, Lixer's blood sprays outward in a 5 foot cone, dealing 2d6 points of acid damage to all in range; there is no save against this ability. Creatures that do not spend a move equivalent action to get the blood off them suffer another 2d6 points of acid damage the following round. Alter Reality: Lixer exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Lixer can use limited wish when doing so could help him to command negative energy, break spirits, or gain knowledge. Note that in the situation where Lixer and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. As a free action, Lixer can assume any size from Tiny to Huge. He also can change the size of up to 100 pounds of objects he touches. Lixer’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. Lixer's Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the Lixer' characteristics. Arch-Devil of the Undead (unique salient divine ability): In spite of his diabolical heritage, the Prince of Hell has taken it upon himself to draw on the potency of negative energy. More than any other devil in Hell, Lixer commands authority and respect over undeath, allowing him to rival the greatest gods associated with the curse of undeath, not to mention the infamous Demon Prince of the Undead, Orcus. Lixer can automatically command or destroy any undead creature with 49 or less hit dice, as desired, as a swift action up to nine times a day (this counts against his normal limit of swift actions per round). Lixer can command no more than 9 undead creatures at any one time in this manner. Lixer gains a +9 bonus on rank checks dealing with the control of undead. In addition, Lixer possesses the ability to rebuke/ command undead as a 27th level evil cleric. He gains a +6 synergy bonus on turn/rebuke checks due to his ranks in Knowledge (religion). Furthermore, Lixer’s study of negative energy and Undeath has brought him closer than any other Devil in known history to combining aspects of the diabolical with oblivion. Lixer has taken on a variety of undead traits. The Prince of Hell is immune to death effects and he is not subject to critical hits, non-lethal damage, or exhaustion and fatigue effects. Lixer is immune to any effect that requires a Fortitude save unless the effect also works on objects or is harmless. Finally, Lixer is never at risk of death from massive damage, but when he is reduced to 0 hit points or less, he is immediately dispersed (or, if in Nessus, destroyed). Because these immunities are derived from a negative energy source, rank checks are not effective against penetrating them, although special abilities that harm undead are. Lixer’s immersion into the arts associated with negative energy did not come free, however. Especially pow-
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erful mortals (and mortals only for some reason likely associated with his heritage) can attempt to turn or rebuke him. Any good-aligned divine caster can attempt to turn Lixer as if he were undead. Any non-evil divine caster can attempt to rebuke Lixer as if he were undead. Lixer possesses a turn resistance of +9 and he is never at risk of being controlled or destroyed. In recent years, Lixer has found the means to ignore rebuke and command attempts by evil-aligned divine casters. Call Devils (Sp): As a standard action Lixer can attempt to call devils. He may attempt to call up to six times a day, 3 pit fiends, 9 cornugons or gelugons, or 18 of any lesser type of devil. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Lixer also commands more powerful devils than average; those called by Lixer possess double their normal HD. As the Prince of Hell, Lixer is not restricted in his ability to call devils, as outcasts are. No devil is stupid or crazy enough to risk offending him or his dreaded father. There are persistent rumors that Lixer has the ability to call on his father as well. Whether or not Asmodeus can (or will) actually to assist him is unknown, but to draw his attention in any fashion is probably fatal at best for those who offended or threatened his son. Diabolical Aura (Ex): Lixer’s Diabolical Aura can be ignored on a successful Will save DC 48. Divine Corpsecrafter (New Salient Divine Ability): Undead raised or created by Lixer's necromancy gain a +5 bonus to strength and +5 hit points per hit die. They gain +5 natural armor, +5 turn resistance, +5 initiative, deal +5d6 points of cold damage with their natural weapons and have a +25 foot enhancement bonus to their movement speed. (Such undead when encountered without Lixer would have a CR of +1 or +2.) Divine Immunities: Lixer is immune to ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation. Interestingly, perhaps due to his diabolical heritage, Lixer is not immune to banishment or imprisonment. Domain Powers: 5/day death touch (roll 5d6; if subject touched does not have at least that many hit points, it dies); improved limit for controlling spell animated undead; all knowledge spells are class skills; Extra Turning as a bonus feat; all divination, evil or law spells cast at +1 caster level. Necromantic Prowess (Ex): Lixer has a +5 caster level bonus when casting necromancy spells or spell-like abilities. The Presence of Hell (Su): Lixer’s Presence of Hell has a 1,350 foot radius, and all effects are as those cast by a 42nd level sorcerer. Smite Good (Su): Once per day Lixer may make a normal melee attack that deals 45 points of additional damage to a good creature. Spell-Like Abilities: At will - animate dead, avascular mass*, avasculate*, awaken undead*, blade of pain and fear*, blasphemy, calm emotions, cause fear, change self, charm monster, chill of the grave*, circle of death, clairaudience/clairvoyance, control undead, create greater undead, create undead, death knell, death ward, deeper darkness, delayed blast fireball, desecrate, destruction, detect chaos, detect good, detect magic, detect secret doors, detect thoughts, detect undead, dictum, discern location, dispel chaos, dispel good, divination,
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energy drain, fangs of the vampire king*, find the path, flame strike, foresight, greater dispel magic, greater invisibility, greater teleport, hold monster, legend lore, magic circle against chaos, magic circle against good, mass holy monster, mirage arcana, order's wrath, persistent image, plane shift, polymorph, protection from chaos, protection from good, power word stun, raise dead, revive undead*, shield of law, slay living, suggestion, summon monster IX (Lawful or Evil only), symbol of pain, true seeing, unhallow, unholy aura, unholy blight, wail of the banshee, wall of fire, wither limb*; 3/ day - destruction, devil's eye**, firestorm, hellfire storm**, liquid pain**, meteor swarm, soul shackles**; 2/day - create greater undead, horrid wilting; 1/day bestow greater curse*, energy drain, evil weather**, hellball, wish; 1/month - eternity of torture. Caster level 54th; DC 32 + spell level (Caster level 59th; DC 34 + spell level for Necromancy spells) As a demigod, Lixer has access to the Death, Deathbound, Evil, Knowledge, Law and Undeath domains in addition to spell-likes granted by the ArchDevil and marquis half-fiend templates. Spells (archivist): Spells per day: (Levels 0-10) 4/8/8/8/8/7/7/7/7/6/2/2/2; caster level 46th; DC 38 + spell level (caster level 51st; DC 40 for necromantic spells). Spells (necromancer): Spells per day: (Levels 0-18) 4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3; caster level 34th; DC 38 + spell level (caster level 39th; DC 40 + spell level for necromantic spells). Prohibited schools- Evocation and Illusion. Typical spells prepared: 0th - arcane mark, mage hand, prestidigitation, slash tongue, touch of fatigue; 1st - alarm, ectoplasmic armor, identify, obscuring mist, ray of enfeeblement (x2), reduce person, seething eyebane, shield, summon undead I; 2nd - alter self, fox's cunning, ghoul glyph, locate object, sap strength, shriveling, slow consumption, summon undead II, unheavened, touch of idiocy; 3rd - absorb mind, blink, eyes of the zombie, glimpse of truth, love's pain, nondetection, red fester, summon undead III, vampiric touch; 4th assay resistance, bestow curse, black tentacles, burning blood, enervation (x2), grim revenge, psychic poison, wrack; 5th - extended scrying, feeblemind, mind fog, night's caress, power leech, prying eyes, soul shackles, vitriolic sphere (x2); 6th - circle of death, disintegrate, fell weaken vitriolic sphere, globe of invulnerability (x2), repulsion, revive undead, transfix, transformation; 7th chain of sorrow, energy ebb, finger of death, greater scrying (x2), sequester, vision, waves of exhaustion; 8th blackfire, greater anticipate teleportation, gutwrench, flensing, horrid wilting (x2), moment of prescience, rapture of rupture; 9th - absorption, foresight, mindrape, programmed amnesia, reaving dispel, soul bind, time stop, vile death; 10th - extended dominate monster, extended prismatic sphere, extended sphere of ultimate destruction; 11th - fortified (x3) bestow greater curse (x2), extended fortified (x2) plague of nightmares (x2); 12th - fortified (x4) blackfire, fortified (x4) gutwrench (x2), fortified (x7) refusal; 13th - fortified (x6) finger of death, fortified (x9) orb of cold, fortified (x9) orb of electricity, fortified (x9) orb of fire; 14th - fortified (x10) blast of flame, fortified (x6) flensing (x2), fortified (x5) mindrape; 15th - fortified (x7) horrid wilting (x3); 16th fell weaken fortified (x8) finger of death (x3); 17th - fell weaken fortified (x12) orb of force (x2), fell weaken fortified (x11) orb of sound; 18th - fell weaken fortified (x13) burning blood, fell weaken fortified (x9) horrid
wilting, fell weaken fortified (x12) vitriolic sphere. As Prince of Hell, Lixer's prayerbooks and spellbooks collectively contain every spell in the Player's Handbook, the Book of Vile Darkness, and the Spell Compendium, save those from his prohibited schools. He has invented several unique and personal spells as well, known only to him and a few of his favored subordinates. Epic archivist spells per day: 4 Epic wizard spells per day: 4 Epic spells known: animus blizzard, eclipse, eidolon, epic spell turning, greater epic mage armor, greater ruin, momento mori, tyranny. Zone of Desecration: An aura of negative energy surrounds Lixer with a radius of 150 feet. This produces the effects of a desecrate spell that only affects allied undead. Other Divine Powers As a demigod, Lixer treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat. Lixer risks permanent destruction only if slain on Nessus and provided the attacker succeeds at a rank check. Otherwise, he reforms within Gloomfire after 45 years. Automatic Actions: Lixer can use any Intelligencebased skill, or any skill that deals with arcane knowledge, as an immediate action if the DC for the task is 15 or lower. Lixer can also cast any Necromancy spell as a swift action. To use a skill in this way, Lixer must have ranks in the skill, or the skill must be usable untrained. Lixer cannot do anything as an automatic action if the task would involve actual movement. Lixer can perform up to two swift actions each round. Create Magic Items: Lixer can create any wondrous item with a necromantic effect so long as it does not exceed 4,500 gp. Portfolio Sense: Lixer is aware of any act of callous evil motivated by a lust for knowledge that involves one thousand or more people. He is also aware of any organized effort to manipulate negative energy or undead beings if the effort involves one thousand or more people. Senses: Lixer can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his servants or “worshippers,” holy sites, objects, or any location where one his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing powers of deities or cosmic entities at up to two remote locations at once for five hours with a successful rank check. The Eikonoklastos (Major Artifact) The Eikonoklastos is an ancient artifact of unknown origin. It was excavated from the Nessian rocks by Aesmadeva and The Ashmadia during the rule of Lucifer the Satan during the Days of Antiquity. It is somewhat of a misnomer to call The Eikonoklastos a “blade;” The Eikonoklastos is a made from pure, lawful energy that has the ability to transmute into any simple or martial weapon best suited to the current wielder. The likes of Leonar and Mephistopheles believe that it is older than the current configuration of the Cosmos, further suggesting that something existed in Hell before the arrival of the devils. One thing is certain: The Eikonoklastos is both Lawful and very Evil. The Eikonoklastos is exceptionally powerful, espe-
cially when used against beings empowered by belief. Interestingly, it has no effect on the Circle of Three (The Overlord, The Progenitor, and The Supreme Virtue) and those who have gained divinity from them. However, gods and divine beings worshipped by mortals are susceptible to The Blade’s powers. Regardless of its assumed shape, The Eikonoklastos’s properties are always the same. It is a +9 soul-drinking, unholy weapon with the dread enhancement against divine spellcasters. According to Lixer, the dread effect does not extend to those that worship Lixer, Glasya, Asmodeus, or the Lords of the Nine; it is unclear if he has tested this theory. When used against a god, The Eikonoklastos behaves as a +9 unholy power weapon with an additional +1 enhancement per divine rank of the divine target. Additionally, the wielder may invoke the following powers: Strike the Divine: 9/day, The Eikonoklastos may automatically penetrate a god's damage reduction. Smite the Divine: 9/week, The Eikonoklastos may ignore a god's divine bonus to armor and deflection bonus to armor class (this only applies to those bonuses accrued through divine rank). Sever the Divine: 9/year, a successful strike from The Eikonoklastos drains 1d6 divine ranks from a god; a successful opposed rank check (The Eikonoklastos has a +18 on this initial check, and neither the god nor it gains a bonus for divine strata) negates this effect. Twentyfour hours later, an affected god must make a second opposed rank check (The Eikonoklastos has a +9 on this secondary check, and neither the god nor it gains a bonus for divine strata) or permanently lose the divine ranks. Temporary loss of divine rank lowers a deity's bonuses derived from that rank, may render some salient divine abilities unusable, and reduces the deity's control over his portfolio, realm, and the like. If the deity permanently loses ranks, he must sacrifice surplus salient divine abilities. No god can be reduced to a divine rank below 0. When wielded by the Pale Prince, The Eikonoklastos takes the shape of a rapier with a blade of pure darkness. Summoning Lixer The Prince of Hell is very particular about environment and sacrifices for his summons. The summoning must take place in a chamber within which have been placed the corpses of at least 13 sentient creatures. Lixer prefers chambers that are the tombs or mausoleums of nobles and kings and has been known to ignore summons not in such areas. Furthermore, an offering of ground black sapphires with a combined value of not less than 5000 gp must be placed in the center of the chamber. Finally, the ceremony must take place in total (including magical) darkness. Upon successful completion of the summons, an icy wind will cut through the chamber, forcing the ground sapphires into the air where they combusts with a violet flame, illuminating the chamber. This purple fire will return to the center of the room, revealing the form of the Arch-Devil of the Undead. The primary challenge with summoning the ScionEmperor lies in the fact that Lixer refuses to deal with any mortal who does not possess what he deems to be the “necessary” intellect. Indeed, it is probable that establishing any agreement or arrangement with Lixer will require numerous summoning attempts. As far as the
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Prince of Hell is concerned, those who wish to parley with his person must be truly powerful individuals not only capable of showing more intelligence than most mortal apes but also have the ability to afford his presence. In the initial summons, Lixer will want the summoner to prove that his intellect is worthy of the Prince of Hell’s presence. The Scion-Emperor will make obscure references to subjects such as advanced necromancy, ancient history, and/or planar geography. The summoner must acquit himself well by succeeding in a DC 48 Intelligence check (the summoner receives a +2 bonus for every Knowledge skill in which he has 5 or more ranks, this bonus increasing by +2 for every additional 20 ranks the summoner has in any knowledge skill, as per epic synergy bonuses) on at least five questions related to one of the above topics. Lixer pointedly ignores any questions asked of or comments made to his person until his questions are answered. He is in no way conversational and offers his questions in a blunt manner, like that of a grave instructor before a pathetic student. If the summoner fails to accurately answer more than three questions, Lixer will end the summons immediately, uttering some scathing remark about the summoner’s existence in his wake. Each answer counts as five rounds worth of activity. In the time remaining during a successful summons, Lixer will bid the summoner to ask one question related to the business of the summons. Unless the summoner was able to answer every question accurately, Lixer will respond to the request with a long answer that reveals very little other than the summoner’s ignorance. Then Lixer will depart, suggesting that the summoner prepare himself appropriately for future summons. If the summoner answered all questions satisfactorily and enters into bargaining with the Arch-Devil of the Undead, Lixer will offer curt answers, all the while observing the summoners’ reactions. Lixer will continue to tete a tete for the remainder of the summons, agreeing to nothing and requiring that at least one more summons takes place within nine days. In the second summons, Lixer will again require accurate questions to at least five questions. If in the initial summons, the summoner missed one or two answers, Lixer will add one or two additional questions. These additional questions are always related to the summoner’s personal life and aspirations as the Prince of Hell begins to seek out bargaining chips. In any event, the summoner must successfully answer at least five questions. If he fails in any question, Lixer will immediately depart in a conflagration of purple flames, never to again respond to the summoner’s call. If the summoner satisfies Lixer’s questions, the Prince of Hell will continue with the bargaining, although at this point, Lixer spends a lot of time asking questions to glean anything useful from the summoner. If Lixer discovers that there is nothing of value that the summoner can offer, he will allow the remainder of the summons to expire and will return to The Gloomfire, commanding the summoner to not attempt to parley with him for at least five years or suffer Hell’s wrath. Based on his assessment of his summoner's usefulness gleaned from the previous stage, Lixer will either work to secure his summoner more power in exchange for future unspecified "favors" or play for time in the hope of trading any information gained to the summoner's rivals. His Infernal Highness will be more interested in quality than quantity of any souls gained, preferring
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those that are both intelligent and magically able. If offered neither favors nor souls, he may accept new epic necromancy spells as a substitute. It takes a lot for Lixer to try tearing down the barriers around the summoning circle. Really, only a grave insult on his station (like suggesting that he is a bastard child of Asmodeus and not a true Heir of Hell) will prompt Lixer to bother. In the event that Lixer escapes the bindings, he will interrogate his summoner either before or after death in an attempt to extract any information that might recompense him for his inconvenience. In most cases, he will seek to return to his demesne with the souls of those who offended him. When Lixer returns to Hell, his form will burst into heatless black flames and implode into the center of the summoning area where a gaping rift of negative energy will appear. The thirteen corpses will rise from their slumber and will march into the rift. Not only will the area of the summons be considered desecrated for the next nine hours, those who summoned Lixer must succeed a Will save DC 48 or feel emotionally deadened (suffering from the effects of calm).
MEROREM the Darkwind Grand Duke of the Ebon Gale “Prince of the Powers of the Air” Nomad 15/Elocator 10 Large Outsider (Abomination, Evil, Extraplanar, Lawful, Psionic) Symbol: A silver hour glass on a black inverted triangle Hit Dice: 50d8 + 15d4 + 10d6 + 666 (1,186hp) Initiative: +16 (+8 Dexterity, +8 Superior Initiative) Speed: 120 ft., fly 240 ft. (perfect) Armor Class: 72 (-1 size, +14 deflection, +8 Dexterity, +34 natural, +6 profane), touch 38, flat footed 72 Base Attack/Grapple: +63/+83 Attack: Paradagrim +84 melee (2d6+22 and 2d4 negative levels 19-20/x2) or claw +78 melee (4d6+16+1 vile) or Eternal Regret +76 ranged (1d6+21+1 Con and fleshgrinding 19-20/x2 and teleportation) Full Attack: Paradagrim +84/+79/+74/+69 melee (2d6+22 and 2d4 negative levels 19-20/x2) and claw +76 melee (4d6+8+1 vile) and 4 wings +76 melee (3d6+8+1 vile) or Eternal Regret +76/+71/+66/+61 ranged (1d6+21+1 Con and fleshgrinding 19-20/x2 and teleportation) or 2 claws +78 melee (4d6+16+1 vile) and 4 wings +76 melee (3d6+8+1 vile) Space/Reach: 10 ft. / 10 ft. Special Attacks: Call devils, call servants of the wind, Dark Winds, diabolical aura, dimension spring attack, flanker, opportunistic strike +6, psionic powers, Presence of Hell, spell-like abilities Special Qualities: Abomination traits, accelerated action, arch-devil qualities, blindsight 500 ft., capricious step, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, dimension step, divine immunities, immunity to fire and poison, nondetection, regeneration 18, resistance to acid 30 and cold 30, see in darkness, scorn earth, spell resistance 79, telepathy 1,000 ft., Temporal Mastery, transporter, Winds of Time Saves: Fort +48, Ref +47, Will +54 Abilities: Str 43, Dex 26, Con 28, Int 40, Wis 40, Cha 39
Skills: Autohypnosis +85, Balance +16, Bluff +79, Concentration +87, Diplomacy +95 (+101 with evil creatures), Disguise +72 (+80 when acting in character), Escape Artist +71, Forgery +75, Gather Information +84, Hide +62, Intimidate +79 (+85 against evil creatures), Jump +61, Knowledge (arcana) +88, Knowledge (psionics) +101, Knowledge (religion) +88, Knowledge (the planes) +88, Listen +80, Move Silently +71, Perform (oratory) +79, Psicraft +101 (+109 when addressing power stones), Sense Motive +85, Spellcraft +83, Spot +80, Survival +16 (+24 on other planes), Tumble +76, Use Magic Device +72 (+80 using scrolls), Use Psionic Device +87 (+95 using power stones), Use Rope +8 (+16 involving bindings) Feats: Burrowing Power, Combat Expertise, Corrupt Spell-like Ability B, Craft Psionic Weapons and Armor, Craft Universal Item, Dark Speech B, Delay Power, Flyby Attack, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Natural Attack (wings), Improved Sunder, Malign Spell Focus, Maximize Power, Multiattack, Psionic Meditation, Quicken Power, Quicken Spell-like Ability (destruction), Power Attack, Sidestep Charge, Vile Natural Attack, Violate Spell-like Ability, Violate Power Epic Feats: Craft Epic Universal Item, Epic Evil Brand B , Epic Manifestation, Epic Skill Focus (Bluff), Spell Stowaway (time stop), Spell Stowaway (wish), Superior Initiative Environment: Dis, Second of the Nine Hells of Perdition Organization: Solitary (Unique) Challenge Rating: 53 Treasure: Quadruple Standard Alignment: Lawful Evil The demand of Hell's law goes beyond merely enslaving mortals to eternal torture. It pulls on every other institution of Law in the multiverse, demanding that they bow to the true Law of Tyranny. The laws of magic, the laws of war...and even the Law of Time. Merorem is an extremely old arch-devil, although due to his time warping ways, none can be sure when exactly he appeared on the scene in Hell. Scholars place him in Hell as far back as Lucifer's rule of Perdition, as a minor power in Avernus, leading a small army in the Blood War. The next references to Merorem place him in Cania, as a vassal of Mephistopheles, not long after Asmodeus had taken the throne of Hell. An incident with the traitorous pit fiend Astaroth there led to his estrangement from Cania, and Merorem disappeared from Hell's history for eons. Not long after the Great Fall though, he resurfaced, with a new title, The Darkwind, and a new patron, Dispater. Since then, he has been a major power in Dis, holding a keep named Ebon Gale on the outskirts of the metropolis. Merorem holds the portfolios of Wind and History within Hell. Both are fluid entities, constantly changing, full of chaos. Merorem seeks to end that chaos, to crush that change, to order the fluidness. His powers over time and history allow him to correct the mistakes of the past, to alter the present, and to ensure the future always holds a place for him. Heroes never born of a murdered mother, prophecies of hope left unspoken by their authors, this is the work of Merorem. There is nothing
more important than furthering the tyranny of Hell to him. All Law everywhere must conform. Merorem's one weakness is the Princess Glasya. She has woven enchantments beyond mere magic into his mind, and torments him shamelessly. His lust for her drives him to a frenzy, and yet somehow he has managed to keep this knowledge from Hell at large. His current liege, Dispater, would likely destroy him were he to show such a lack of control, or perhaps from jealousy. Even more ominous is the Princess' father, King Asmodeus. The Darkwind knows all too well he cannot afford to risk his position for a base coupling, and yet in her presence, all logic vanishes. Her power and aura is intoxicating to him in ways that words cannot adequately describe. He longs to make her his own, to use her until she is no more, and to make her suffer the desires that torment his own being. It is a state beyond mere lust. Hellish love would be a more adequate description, although the twisted and evil passion of Merorem would hardly be classified as "love" by an outsider. Merorem has multiple relationships throughout Hell. He is, of course, on excellent terms with the Dukes of Dis, and does not hesitate to assist them when he can. The Courts of Avernus also welcome him, for his reputation as a warrior has not faded with time. As a power before the institution of the Dark Ministry, he carries a degree of stature that few of the current soldiers of Hell can claim. He aids Abigor on occasion with information from impending battles, which is a resource more valued than troops at times. His own penchant for creating weaponry gives him a rapport with Malphas, although even he admits that the Duke's talents far exceed his own in that area. Mammon's courts are left alone by Merorem, who has little use for any form of material wealth. Belial and Fierana both arouse Merorem, yet he will not partake in their "pleasures." To do so would eliminate his base of established allies, and so he refrains. The courts of Leviathan and Malbolge offer even less than Minauros' to the Prince of the Power of the Air, and so are rarely dealt with by him. Merorem’s relationship with Beelzebub is many layered. On the surface, the two are enemies, for Merorem is allied with his primary foes. When one digs deeper however, a relationship of mutual interest is found. Never directly, of course, but through agents of agents, the two have been allies nearly since the Fall. Merorem has shown Beelzebub two possible futures that interest the Lord of the Seventh very much. The first is that of the Lord of the Flies sitting on the Serpent’s Throne, his former beauty restored. The second is even more incredible. Beelzebub, Virtue of the Seventh Heaven, Master of Perfection. It is possible that Merorem may have played a role in the Great Fall, although this is speculation at best. No one knows just how long Merorem has been in contact with the Fallen Seraph, but that could be the first step in solving the mystery that is this alliance. Merorem has had tense relations with Mephistopheles since his pupil Diabolus destroyed his largest library in a Chaos poisoned rampage. Although since then they have mended the rift, the two do not share the same camaraderie that they do with Dispater. The Cold One's lust for learning is often temporarily sated by Merorem’s offerings, for the Darkwind can bring forth the knowledge of the past, present or future. Still, this one sided partnership does nothing for Merorem’s ambitions, and so the two remain in a state of cool professionalism when deal-
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ing with each other. Merorem’s true goals however, are neither the conquest of Princess Glasya, nor his advancement in Hell or its politics. Although Time itself has bowed to Merorem’s diabolical might, he is not yet its master. There are entities more powerful than he, who share his ideal of an ordered history, with no divergence from its course. Chief among these are Paradox, the Axiom of the Temporal Flux, and Eth, Seraph of the Heavenly Timetable. These cosmic powers are both Merorem’s allies and his prey. It is only a matter of time before the Darkwind has learned all he needs to dominate the Temporal Storm, and upon that very hour, he will seize their omnipotence for his own. Merorem appears as a dignified and beautiful humanoid male of about 9 feet in height. Two small horns curve around from his temples like those of a ram. His hair is black, salted with gray at the sides. His eyes are a dull orange, but glow fiercely when he is angered. His black skin appears as if made from obsidian, glossy in its darkness. Two pairs of bat wings extend out of his back, and his fingers end in iron sharp claws. When he smiles, his mouth reveals a pair of elongated canine teeth, like the fangs of a viper. A forked tongue completes his devilish appearance. He wears noble outfits when appearing in public, regal finery that shows off his perfect appearance. Combat Merorem always has foresight cast on his person, and so is never surprised or flat-footed. That said, he rarely fights without a reason to do so, preferring to use diplomatic and oratorical skills. Should eloquence fail the day, and there be no reason not to just teleport away, the Darkwind will immediately manifest temporal acceleration, and use his exceptional maneuverability to keep a step ahead of his foes. For foes that he recognizes as being of no real concern, he will use his lesser powers to grind them under his heel. The Darkwind seems to be able to sense more powerful foes, though, and against such he opens with his Presence of Hell, followed by calling on the Dark Winds. From the midst of this, Merorem manipulates the time stream as necessary, using spell-like abilities and heavily augmented psionic powers with cold precision. Call Devils (Sp): As a standard action Merorem can call devils. He may attempt to call up to three times a day, 18 lemures, 9 osyluths or barbazu, 7 erinyes or hamatulas, 6 cornugons or gelugons, or 3 pit fiends. Unlike outcast arch-devils, Merorem does not suffer any penalties in calling devils. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Due to his connections with Dis, he often calls erinyes, although if combat is at hand he calls upon gelugons, who recognize him as an ally of Dispater and Mephistopheles. Call Servants of the Wind (Sp): Thrice per day, as a standard action, Merorem can call upon his association with the wind, and bring forth fiendish creatures of the air to aid him. He may call 7 elder air elementals, 9 greater elementals, or 18 lesser elementals at a time. He may also call one Lawful Evil chicimec, however this uses two of his three uses of this ability. Dark Winds (Su): Mastering the power of the winds is a goal Merorem seeks to achieve, as they embody the spirit of change, his greatest enemy. 3/day he may
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unleash the full fury of his dark mastery, which expresses itself as a blast of pure darkness accompanied by hurricane force winds. This attack lasts for 14 rounds, dealing 7d8 points of vile damage per round to all within 60 feet of Merorem. During this time, he may focus these winds as a move-equivalent action, dealing 14d8 points of vile damage in a 90-foot cone. Those caught within the bounds of the winds are affected by a heightened (6th level) blindness effect (Fort save DC 58 negates). The save to resist the effects of the winds themselves is DC 58. The further effects of the hurricane force winds are for the DM to determine, but loose debris and objects are likely to be caught in the gale and hurled about. If Merorem utilizes this power outside of the normal time stream (such as whilst under the effects of a time stop), each focusing of the dark winds is delayed until a reentry into the normal time stream, meaning that multiple blasts of wind can tear through an area all at once. Deities and cosmic entities are able to ignore the effects of such temporal manipulation, unless Merorem succeeds on an opposed rank check. Diabolical Aura (Ex): Merorem’s Diabolical Aura can be ignored on a successful Will save DC 58. Psionic Powers (nomad): Power points/day: 503. Powers known: 1 – burst, defensive precognition, detect psionics, force screen, offensive prescience; 2 – concussion blast, dimension swap, evade attack, recall agony; 3 – dispel psionics, energy burst, forced share pain, time hop; 4 – aura sight, mindwipe, psionic freedom of movement, trace teleport; 5 – anticipatory strike, catapsi, incarnate, teleport trigger, shatter mind blank; 6 – inconstant location, psionic contingency, temporal acceleration; 7 – decerebrate, divert teleport, psionic ethereal jaunt, psionic moment of prescience, ; 8 – bend reality, mass time hop, psionic mind blank, recall death, ; 9 – reality revision, timeless body, time regression, . Manifester level 59th, save DC 34 + power level. Epic Powers: Merorem can manifest up to 7 epic psionic powers per day. Powers known: condemn, contingent true resurrection, dust in the wind, epic dispel magic, esoteric aegis, greater epic mage armor, summon phane, time duplicate, tyranny. The Presence of Hell (Su): Merorem’s Presence of Hell has a 1,500-foot radius, and all effects are as those cast by a 69th level sorcerer. Spell-like Abilities: At will - animate dead, baleful polymorph, blasphemy, blur, charm monster, contingency, create greater undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, flame strike, greater dispel magic, greater invisibility, greater teleport, hallucinatory terrain, haste, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, raise dead, read magic, scrying, slow, suggestion, symbol of pain, time stop, unhallow, unholy aura, unholy blight, wall of fire. 3/day - destruction, firestorm, foresight, meteor swarm; 1/day – hellball, wish. All spells are cast as a 69th level Sorcerer (save DC 33 + spell level). Temporal Mastery (Su): No spell, power or similar effect dealing with time or movement can affect Merorem unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require success on an opposed caster level check; failure means that Merorem
assumes control of the power and can redirect it where he chooses. Merorem possesses the ability to step through time, although he has little control over where he emerges. 1/ week, Merorem may transport himself and anyone he is touching through time. There is no save against this effect, but Merorem must succeed on a touch attack to take an unwilling creature. Magic and effects blocking astral travel have no effect on this ability, as Merorem and any travelers are moving through the Temporal Storm, not the Astral Plane. Merorem chooses whether he is moving to the past or the future, and a point in time of no greater accuracy than a day. He immediately appears in that time, within d% millennia of his goal. Should he desire greater accuracy than this, he can sacrifice his future use of his ability to decrease the offset. By reducing his uses of the power to once a year, Merorem may appear within d% years of the goal. Reduction to once a century allows him to appear within d% days, and at his most accurate, Merorem can sacrifice his use of this power for a millennia and appear at the exact day he desires. By taking a full round action, Merorem can produce a minor Temporal Step at will. This produces the effects of greater teleport but Merorem appears 1d10 rounds in the past or future. If he approaches within one mile of another one of his "selves" using this power, both are immediately stunned for 1 round, after which they have 1 round to separate to a less paradoxical distance. This effect is also impossible to block with effects such as dimensional anchor and the like. Winds of Time (Su): As a result of his involvement with time and history, Merorem has a control over spatial and temporal magicks. Any spells that alter speed, the flow of time, or instantaneously transport material (including teleport and summon spells) with an origin or target located within 60 feet of Merorem are subject to his power. The caster must make an opposed caster level check against Merorem (caster level 69th) or have his spell retargeted as Merorem wishes. Regardless of the success of the level check, Merorem himself is immune to any hostile temporal magicks. The Winds of Time also grant Merorem spell-like abilities not normally associated with arch-devils. He has access to contingency, foresight, haste, slow, and time stop, as defined in his Spell-like Abilities section. Finally, Merorem may make minor tweaks in the time stream 6/day. Below are listed some common uses of this power. Rewind: Merorem may cause time to flow backwards, essentially undoing the last round of actions. Slow Time: Merorem may cause creatures within an area to be suffused with slow time. This affects an area with a 60-foot radius. All creatures within the area must make a Will save DC 58 or be held as per hold monster. Those who make their save are treated as though affected by the slow spell, except their speed is quartered, and the penalties are at -6. Merorem is also affected by this slow time, should he remain within the area. The slow time dissipates after 14 rounds. Fast Time: Merorem may cause creatures within an area to be suffused with fast time. This affects an area with a 60-foot radius. Creatures within the area are treated as if affected by a haste spell, except that they receive two rounds worth of actions every round, and the bonuses are +6. This fast time lasts for 14 rounds. Possessions: Merorem wields an adamantine +6 soul-
drinking longsword named Paradagrim and four +5 fleshgrinding cold iron daggers of wounding and returning collectively called Eternal Regret. On a critical hit, these daggers cast teleport on their target (no save), removing the victim 1d% x100 miles from his current location. He also wears a ring of greater spellstoring with a mage’s disjunction cast into it, and an amulet of moderate fortification. The Darkwind also has the following contingencies always active on his person. If he ever suffers over 500 points of damage at one time, that damage is instead transferred onto a humanoid child. This affects as many humanoid children as it takes to absorb the damage. If Merorem is ever reduced to below 100 hp, a time stop spell is cast. Summoning Merorem Few are the mortals that have sought to summon Merorem, and so the lore surrounding such summons is difficult to come by. Such difficulties are further compounded by the fact that the Prince of the Powers of the Air, with his knowledge of the Temporal Storm, often knows ahead of time those that would summon him, meaning that those with whom he would prefer not to meet generally ever get the chance. Those that have discovered the method to summoning Merorem to the Prime indicate that time is the key component – the invocants must supply gems encoded with temporal acceleration or time stop, with said gems set within the magic circles and activated simultaneously as part of the invocation. The total number of spell levels to be used should be no less than twenty-seven; for psionic powers, the total power points harnessed within the gems should be no less than thirty-three. A dollop of quintessence used at each of the cardinal points of the circles grants the summoner a +3 bonus on the summons. With the rite begun and the gems activated, a portion of the Temporal Storm is called into being within the circles. Bolts of temporal energy scatter throughout the circles and, if a summoning sanctuary is not in place, those within the immediate vicinity (99 feet) have a 30% chance of being hit by a bolt, aging 1d4 age categories in an instant (or reverting in age an equivalent amount; 50% chance of either). A Fortitude save DC 58 negates this effect. The Temporal Storm quickly changes from apparent chaos to a more orderly cyclonic effect, and a calm grows at the center of it, though temporal energy bolts continue to scatter every few seconds. Within the eye of the storm a shadow grows, and a dark shape seems to fall from the sky as if from a great height. This shape smashes into the ground with tremendous force, rending the earth with its passage deep into the underground. From this pit a dark ichor rises, bubbling furiously. A part of the ichor is caught up by the wind, and a countercyclone begins. The temporal energy bolts dance about this counter-cyclone as it rapidly solidifies into the ebon form of Merorem. At a gesture from his hand, the storm quietens, though it does not die. Merorem, with his knowledge and command over time, is usually cognizant of those that have summoned him, and will offer changes in their past or visions of their future as a means to distract them from their true goals and to ensure that any bargain entered into is on terms that suit him. Visions shown by The Darkwind are not illusions or mind-influencing effects;
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they are actual events that have been carried to him on the Temporal Stream that either never had the chance to occur (as a consequence of the summoner’s past actions) or events that have a possibility of occurring in the future if the summoner chooses the correct path. Often it is the case that those that treat with the Prince of the Powers of the Air are glad of the arrangement and some even feel they have done some noble deed by righting a previous wrong. Merorem does not care for motive, only for an ordered timeline that benefits Hell and him most of all; moreover, the souls of those that treat with him increase his power over the Temporalis Procellos. Once the appointment has concluded, Merorem allows the Temporal Storm to return to its previous fury. He walks calmly through the winds to the center of the circles, raises his arms, and vanishes in a flash of vibrant purple temporal energy. Those not protected by a summoning sanctuary see the immensity of time in a single moment and are driven insane unless they succeed on a Will save DC 58; a successful save allows them to instantly forget what was seen. A pool of ichor remains at the center of the area, purple-black in color, and pulsing with a strange energy. The ichor can be used to create a potion which reverses the negative effects of one age category, although the blood of nine murdered children must also be incorporated for the potion to become potent. Needless to say any individual that successfully brews this potion (the Brew Potion feat is not required, although a Craft Alchemy DC 33 skill check is) becomes irredeemably Lawful Evil and forfeits his soul to Merorem, if such were not already the case.
MOLOCH, Arch-Devil of Torment The Twice Fallen Fighter 25/Lasher 10 Huge Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A nail-tailed barbed whip, each lash wreathed in flames, on a dark blue inverted triangle Hit Dice: 40d8 + 35d10 + 825 (1495 hp) Initiative: +16 (+12 Dexterity, Improved Initiative) Speed: 90 ft., fly 200 ft. (perfect) Armor Class: 65 (-2 size, +8 armor, +10 deflection, +12 Dexterity, +21 natural, +6 profane), touch 34, flat-footed 65 Base Attack/Grapple: +58/+91 Attack: Oppressor +95 melee (3d6 + 44 + 2d6 (lawful) + 3d6 (electric) + 2d6 (evil) + 1 (vile)/17 – 20/ x 2 + 2d6 (lawful) + 6d6 (electric) + 2d6 (evil) + 1 (vile) + 1d6 + death (Fortitude save DC 52); or +83 melee, claw (3d6+25) Full Attack: Oppressor +95/+90/+85/+80 melee (3d6 + 44 + 2d6 (lawful) + 3d6 (electric) + 2d6 (evil) + 1 (vile)/17 – 20/ x 2 + 2d6 (lawful) + 6d6 (electric) + 2d6 (evil) + 1 (vile) + 1d6 + death (Fortitude save DC 52); or Oppressor +93/+93/+88/+83/+78 crack of fate melee; or Oppressor +91/+91/+91/+86/+81/+76 crack of doom melee; or 2 claws +83 melee (3d6+25) and bite +77 melee (3d6+12) Space/Reach: 15 ft. /15 ft. (30 ft. with Oppressor) Special Attacks: Call devils, diabolical aura, the Presence of Hell, spell-like abilities, Lash of Punishment, Suffer the Children, crack of doom, crack of fate, death spiral, lashing whip, stunning snap 10/day (Fortitude DC 45), whip sneak attack +3d6, whiplash,
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wound Special Qualities: Arch-devil qualities, close combat, cursed, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, immunity to fire and poison, low-light vision, magic circle against good, regeneration 22, resistance to acid 30 and cold 30, see in darkness, spell resistance 65, Submission of the Child, telepathy 1,000 ft., third hand, uncanny dodge, Saves: Fort +52 (+56 vs petrification), Ref +53, Will +46 Abilities: Str 60, Dex 34, Con 32, Int 28, Wis 20, Cha 30 Skills: Appraise (leather) +13, Appraise (metal) +11, Balance +26, Bluff +48, Concentration +69, Craft (leatherwork) +34, Craft (blacksmith) +29, Diplomacy +65 (+63 with good beings, +71 with evil beings), Disguise +10 (+14 in character), Escape Artist +65 (+69 escaping ropes), Handle Animal +40, Hide +51, Intimidate +94 (+100 against evil beings), Jump +67, Knowledge (arcane) +49, Knowledge, Knowledge (nature) +13, Knowledge (the planes) +49, Knowledge (religion) +55, Listen +22, Move Silently +37, Ride +44, Sense Motive +22, Spellcraft +33, Spot +61, Survival 30 (+34 on another plane), Use Rope +45 (+21 with bindings) Feats: Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-like AbilityB, Dark SpeechB, Dodge, Exotic Weapon Proficiency (whip), Great Cleave, Great Fortitude, Greater Weapon Focus (whip), Greater Weapon Specialization (whip), Improved Bullrush, Improved Critical (whip), Improved DisarmB, Improved Feint, Improved Initiative, Improved TripB, Iron Will, Lightning Reflexes, Mobility, Mortalbane, Power Attack, Quick Draw, Spring Attack, Vile Martial Strike (whip), Weapon Focus (claw), Weapon Focus (whip), Weapon Specialization (whip) Epic Feats: Armed Deflection, Blinding Speed, Devastating Critical (whip), Dire Charge, Epic Evil BrandB, Epic Prowess, Epic Weapon Focus (whip), Epic Weapon Specialization (whip), Improved Combat Reflexes, Overwhelming Critical (dagger), Penetrate Damage Reduction (adamantine), Spellcasting Harrier, Vile Death Strike Environment: Any land and underground (wandering the Prime Material Plane) Organization: Unique (Solitary) Challenge Rating: 54 Treasure: Quadruple standard plus bag of holding IV, +8 bracers of armor, and Oppressor Alignment: Lawful Evil The career of the arch-devil Moloch has been a tumultuous one rife with dramatic triumphs and deplorable failures. Currently, Moloch has never been lower. However, his stubborn determination and his overwhelming dedication to revenge have managed to keep Moloch alive and a continued threat to Creation. Moloch was originally a powerful astral deva. Unlike most such beings, who typically are sent into the Depths Below to battle fiends, Moloch was granted the responsibility of defending and protecting children. The Virtues of Heaven considered this a great reward for Moloch, who had cast down many demons and devils. Moloch, a great warrior, viewed his new station as an insult. For a
time, though, Moloch served in his capacity as the defender of the innocent well, and soon came to be revered almost as a god. Realizing this newfound aspect to his new position, Moloch quickly began to demand tribute for his services, and it was here that his star began to dim. It is unclear what kind of punishment his behavior would have earned him since it was near this time that Eblis and Beelzebul began to challenge the Bastions of Righteousness. Recalling Moloch’s strength and aggressive nature during their time together in the Realities Beyond, Beelzebul approached Moloch and bade him to serve as a great general in the war against the Realms Above. Of course, the attempted coup ended in The Great Fall, and Moloch – along with Belial, Eblis, Beelzebul, and other notable celestials – was cast out of the Realms Above. Filled with rage, Moloch was all too happy to accept Asmodeus’ offer when he arrived in Hell. He joined with Beelzebul as a Duke of Hell. Unfortunately for Moloch, he was neither as crafty as Belial nor as intelligent as Beelzebul to become a Lord of the Nine and soon found himself under his former ally’s yolk. Moloch became Beelzebub’s enforcer and Grand Viceroy, ensuring his ascendancy to the Lordship of the Seventh Hell. In return for his loyalty, Beelzebub helped Moloch overthrow Lilith, Lord of the Sixth at the time, and placed him as his Imperial Duke. Thus, did Beelzebub control two layers of Hell through Moloch. Initially, Moloch was content enough, but soon he wanted to rule on his own. Unfortunately for him, he could not compete with Beelzebub’s network of spies and, as a result, Moloch found his hands tied. He took his frustrations out on his cultists, children, and his consort, the former Lord of the Sixth, Lilith. Moloch’s term as the Imperial Duke of the Sixth came to an end during Dies Irae. Always allied to Beelzebub, Belial, and Astarte against Mephistopheles and his allies, Moloch had great enmity with the Lord of the Fifth, Geryon. When the Dies Irae raged, Moloch did his best to personally destroy Geryon. However, this plan did not come to fruition for the Dies Irae ended with the defeat of all the Lords at the hands of Asmodeus. Enraged, Moloch was susceptible to the whispers of Lilith, who encouraged him to curse Asmodeus to his face rather than supplicate himself at The Overlord’s feet as the other Lords had done; Moloch foolishly listened to Lilith, who claimed that Asmodeus would respect such a show of power on Moloch’s part. A grimly amused Asmodeus stripped Moloch of his Lordship and cast him out of Hell. Since his second fall from power, Moloch has traveled the Cosmos, seeking ways to regain his power. At one point, he came extremely close, having built a great army he believed was strong enough to overthrow Lilith and her forces. Unfortunately for Moloch, a great cosmic calamity locked him from the conflict in Hell, resulting in the decimation of his armies without his guidance. Moloch blamed a group of powerful adventurers for this latest failure and he has since spent the past few years doing everything possible to ruin their lives short of killing them. In the meantime, Moloch has decided to take a more subtle approach to destroying Lilith by passing himself off as a demigod of the sun, youth, and vitality on a small material world. So far, no one knows of this latest plot, but given Moloch’s track record so far, it is unclear whether or not much will come of it. Moloch has no
allies in Hell and few beyond. If Moloch finds success in his venture as a cosmic alternative for sun worshippers, it is probable that he will expand his list of enemies. As a god of vitality, Moloch is offers a version of sun worship in which the fires of the sun offer energy and strength to those with the will and noble nature to use it. Sun gods across the Cosmos – particularly those of good intent – would likely turn a disapproving eye to the Twice Fallen. Moloch has few diabolical ties, and all are filled with antipathy on both sides. His greatest rival and a constant thorn in his side is Duke Amdusias of the Sixth Hell. Harboring a perverse dedication to children, Amdusias loathes Moloch and his appetite for child sacrifices. Although his own mother and liege, Lilith, also demands child sacrifices, Amdusias has no power to confront her; thus, Amdusias places all of his anger and disgust against the practice by harrying Moloch’s worshippers. Moloch has responded by sending his worshippers into forests he suspects have been dominated by Amdusias where they raze the entire area. The enmity between Moloch and Amdusias continues to grow and it is probable that Moloch and Amdusias will one day come to personal combat; although Moloch is clearly the stronger of the two, it is possible that Lilith herself may intervene on her son’s behalf not out of maternal instinct (she has none) but out of a need to humiliate Moloch once again. Moloch continues to have a severe rivalry with Geryon the Beast. Although not as intense with loathing as it once was, Moloch’s relationship with Geryon is still filled with hate. If Moloch could put aside his anger, it is probable that Geryon would take any offer of temporary unity in order gain revenge against the current Peers of Perdition. The final devil of note with whom Moloch has any dealings is Bael the Lord of the First. Although Moloch is not dedicated to warfare and combat, most who have started to worship him are drawn to his portfolio that promises strength of arms and uses flames as a totem. This is startling close to some Bael worshippers. So far, Bael is unaware of what has swelled his cultists on the world in which Moloch is currently operating, but once he takes the time to explore, Bael will probably continue to allow the charade. So far, Moloch has done nothing to contest Bael, although it is likely that if Moloch decides upon demi-godhood rather than revenge against Asmodeus and Lilith that he will respond to the Warlord of Avernus forcefully. Moloch has long since lost his angelic features. Incredibly tall, Moloch towers over most pit fiends and even most of the Lords of the Nine. His body is athletic and angular, seemingly made from a block of immobile stone, and is the color of a rotting orange. His head is large, as are his slanted glowing black eyes. He typically wears a large, iron crown that conceals most of his face, although wisps of flame and tendrils of smoke often drift from behind the grates of the front-piece of the crown. When Moloch removes the crown, he reveals his perpetually gaping maw, rows of shark-like teeth that glint in even the dimmest light. Two small horns top his head; the horns, like his face, are vaguely bovine in nature. Moloch wears severe clothes that cross the finery of a noble or king with that of a mortal taskmaster or torturer. Moloch speaks with booming declarations and screaming vindictives, often punctuating points with a crack of Oppressor. Combat
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If there is one area in which Moloch excels, it is martial combat. Moloch relishes physical confrontations as he always eager to beat, lash, and whip pliable flesh into bloody, lacerated mewling victims. It takes little effort to instigate a fight with Moloch; often, a single poor phrase or strange look is all it takes to throw the ArchDevil of Torment into a rage. Moloch always begins battle with his Diabolical Aura; he always sets it to force his foes to cower as he wants them within easy reach to physically abuse. If facing good aligned adversaries, he will also call on his Protective Aura. Moloch will then use Suffer the Children, positioning himself in order to affect arcane and divine spellcasters to the utmost. When Moloch enters melee, he will use Lash of Punishment to different degrees. Against warriors and rogues, the Twice Fallen will beat them into submission; he will seek to sap spellcasters of their vitality and casting power. From this point on, Moloch will concentrate on horribly killing all within sight in the most gory, painful fashion. He will often draw out combat, leaving certain foes writhing pain for a few rounds before killing them. He has been known to accept damage in order to commit to a coup de grace. It takes a lot for Moloch to bother with spell-like abilities in combat. If he does resort this sort of thing, the focus will be in tearing down any magical defenses his foes have. Multiple meteor swarms are par for the course. Moloch will rarely summon allies, believing that he must show all challengers that he is truly worthy of regaining his station as Lord of the Sixth. Call Devils (Sp): As a standard action Moloch can attempt to call devils. He may attempt to call up to three times a day, 3 pit fiends (see below), 9 gelugons or cornugons, or 18 of any lesser type of devil. Moloch has a 50% chance of success with each calling attempt. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Since he was deposed, Moloch has been wary to call any devils, fearing further reprisals from Asmodeus (who, in truth, could care less if Moloch calls devils and is amused by Moloch’s newfound humility). Moloch is always in the company of three Nessian pit fiends that were banished with him after the Dies Irae. Bethage, Herobaal, and Tartach each command small armies of devils and have not lost access to their summoning abilities. Moloch may call any of these three pit fiends with no risk of failure. Although Moloch rightly suspects that at least one (actually all three) of the pit fiends are actually working for Asmodeus, he knows that he has need for them and that it would take a lot for any of them to defeat him. For now, the orders of these three pit fiends from Asmodeus is to obey the Arch-Devil of Torment in all things unless they hear otherwise from the Martinet, the Hidden Lord, or The Overlord himself. To date, Moloch has not attempted to establish any ties with other Fallen, finding all of them to be pathetic, undisciplined sops. Diabolical Aura (Ex): Moloch’s Diabolical Aura can be ignored on a successful Will save DC 49. Lash of Punishment (Su): There are few beings in existence capable of wielding a whip with greater proficiency than Moloch. So great is his mastery of this terrible weapon that Moloch can terrorize anyone who has felt its lick. Moloch has a variety of ways to issue punishment with a whip. In all cases, Moloch may affect victims who have been injured by one of his whip at-
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tacks over the past six rounds that are within 30 feet of his person. The basis for the effect is upon the most recent round, so if a victim is struck one round, and then struck again six rounds later, any attempt Moloch makes to punish the victim begins at the sixth round. Moloch can use Lash of Punishment up to six times a day.
• Moloch can demand a course of action from any victim of a successful whip attack if they fail a Will save DC 49. Victims become so frightened of being struck again that they will do almost anything to avoid another lash. For the next six rounds, all victims of his whip attack will do as told within the limits of the command spell except Moloch has an upward limit of nine words when issuing his commands. Once the victim saves, the victim is immune to this effect for 24 hours. • Moloch can beat a person severely enough to drain them of energy and vitality. Moloch forces a victim struck by his whip to make a Fortitude save DC 49 or suffer 3 negative energy levels and 3 points of Constitution damage. The effect lingers for 24 hours, after which the victim must make another Fortitude save (based upon the lowered Constitution score) or permanently lose 3 character levels and suffer a Constitution drain of 3. • Moloch can strike a person in the face. If the victim fails a Reflex save DC 49, she suffers from blindness as cast by a 49th level sorcerer and suffers 3 points of Charisma damage from the terrible welt that mars the victim’s face. The Presence of Hell (Su): Moloch’s Presence of Hell has a 1,200-foot radius, and all effects are as those cast by a 49th level sorcerer. Purge Innocence (Su): Much in the same way Moloch abandoned any sense of decency or goodness during the years immediately preceding and during The Great Fall, so too can he feed on the innocence and goodness in any being. 3/day, Moloch may Purge Innocence on any sentient being he touches or damages with his whip, Oppressor. The victim receives a Will save DC 49 to avoid the effect. When Moloch does this terrible act, he causes the victim to slide one step away from goodness, to neutrality or from neutrality to evil. The victim then behaves from that point on as a being dedicated to its new alignment, although the victim is not necessarily beholden to obey Moloch. If Moloch uses this ability on Lawful Evil beings, they become his willing slaves. Once the victim’s innocence is purged, the only way it can be restored is if a remove curse, followed by an atonement spell is cast, both by a cleric of a good god of at least 18th level. Moloch is loath to use this ability on any beings that are not Lawful in nature as he’s uninterested in perpetuating the forces of pure or Chaotic Evil. His favorite victims are common, good people, followed closely by Paladins. Spell-Like Abilities: At will – Aid, animate dead, bestow curse, blasphemy, charm monster, contagion, continual flame, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, discern lies, dispel good, fear, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, plane shift, polymorph, power word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, unholy blight,
wall of fire; 7/day – inflict light wounds, see invisibility; 3/day – destruction, firestorm, meteor swarm; 1/day – blade barrier, harm, hellball, wish. All spells are cast as a 49th level Sorcerer (save DC 29 + spell level). Submission of the Child (Su): As a former patron of children, Moloch now hates the young and the innocent. Where he once embraced them in love and protection, Moloch now seeks to watch them writhe in torment as flames, acid, or other terrible conditions consume their soft flesh. Although no longer a Lord of the Nine, Moloch can still grant power to those willing to commit the atrocious act of child sacrifice. For every six children sacrificed to Moloch (see Suffer the Children below) within a six day period, the celebrant gains a boon from Moloch as per the Sacrifice rules in the Book of Vile Darkness. If the child is murdered in a quick ceremony (10 minutes), the rewards are as listed in the Sacrifice rules. If the child is murdered in an involved ritual that maims or mauls her before death (30 minutes), the celebrant receives a +3 bonus to his Knowledge (religion) check. If the child is consumed in flames in an altar dedicated to Moloch, the celebrant receives a +6 bonus to his Knowledge (religion) check. Moloch prefers the sacrifice of children who are aware of what is happening to them, so they must be at least 10 years of age and no older than 16. They must always be “unspoiled” and of good alignment. Finally, the child must be unwilling to die. If these three criteria are met, there is no limit to the nature of reward the celebrant gains (essentially, the celebrant can acquire a wish numerous times). In the event that the celebrant is not evil upon his first sacrifice, he becomes irrevocably Lawful Evil and his soul condemned to serving Moloch as a lemure upon death. In most cases, Moloch consumes the former client, although in the past, Moloch usually used the stronger victims as slaves in his armies. The only way to escape this terrible fate is for the celebrant to acquire atonement from a 31st level cleric of a good aligned god, losing all of his benefits from the sacrifice in the process; the penitent must then undergo a quest to right the wrongs and heal the hurts he caused to the loved ones of the murdered children. The penitent receives two weeks per child murdered. If the penitent cannot accomplish the quest with the time frame, he dies instantly and his soul becomes Moloch’s. Suffer the Children (Su): Upon his Fall from the Realms Above, Moloch abandoned his patronage of children and demanded their deaths as punishment for what the Bastions of Righteousness did to him. Moloch can cause all within 60 feet to suffer in a manner similar to that of a symbol of pain in addition to the effects described below. While children (up to 16 years of age) do not gain a saving throw against this effect, all others must make a Fortitude save DC 49. Affected beings suffer for 9 rounds at which time they receive another Fortitude save DC 49 (while under the effects of the symbol of pain). Those who are successful only suffer 6 points of damage. Those that fail die, their souls consumed by Moloch. When Moloch consumes an innocent soul (a child as described in Submission of the Child), all of Moloch’s ability scores, armor class, caster levels, and DCs are increased by one per soul for one day per soul. Nothing short of a miracle or wish cast by a good divine or arcane caster of at least 31st level (or the direct intervention of a god or cosmic entity with access to Alter Reality, Hand
of Life, Life and Death, or Mass Life and Death salient divine abilities) can restore a soul (one soul per spell cast). If this soul is restored within three days of its being devoured by Moloch, he suffers a –2 penalty on all abilities for each restoration for three days at a time. Regardless of whether or not Moloch is adversely impacted by a restored soul, he is still aware of the restoration, as well as the location and power of the one who would dare rob him. There is a 1% chance per number of souls restored by a particular caster that Moloch will decide to avenge himself in a most gruesome manner. Moloch does not receive any benefit from sacrifices done in his name unless he is physically present during the event or unless six children are sacrificed within a 24 hour period by the same celebrant. It is suspected that when he was a Lord of the Nine, Moloch’s Suffer the Children was far more potent. Oppressor: The origin of this powerful whip is unknown, although most suspect that it was a gift from Moloch’s former master, Beelzebub the Lord of the Seventh. Oppressor is a six-tailed whip, its lashes made crackling lightning bolts, its handle the solidified protoplasm of a balor. Oppressor strikes as a +9 axiomatic, lightning blast, unholy mighty whip. Any being touching Oppressor without Moloch’s express permission must make a Fortitude save DC 49 or be struck dead; one that survives suffers three negative energy levels so long as the whip is in her possession. Moloch can effortlessly track Oppressor’s location and will do virtually anything to retrieve his favorite weapon. In Moloch’s hands, Oppressor always confers his maximum strength score on attacks and damage (included in the statistics above). In the hands of another, the whip grants a +4 Strength bonus to attack damage only. Possessions: Moloch always carries Oppressor, and typically wears +8 bracers of armor. Due to his exile from Hell, Moloch has taken to carrying a bag of holding IV in which he carries a wide variety of items. Summoning Moloch Moloch’s summoning ritual is among the most elaborate and disturbing of all the Powers of Hell short of the Lords of the Nine. Moloch requires the sacrifice of the innocence in order to appear in the mortal coil and he accepts no substitutes. The summons must take place in a stone encased location that is open to the sky. Unlike most devils, Moloch actually prefers to be summoned during the heat of the day under a burning sun; in such conditions, the summoner receives a +3 bonus to the Spellcraft check. Dormant volcanoes, abandoned temples of the sun, and similar locations are known to be ideal for summoning Moloch. Within the summoning area the summoner must place a stone likeness of Moloch that doubles as an oven. The likeness must be at least ten feet high and five feet wide. In some perverse parody of the celestial number seven, the likeness must have seven compartments that can be shut with either a stone or bronze cover while the base of the image must have enough room for coal or wood for burning fuel. Aside from the lowest compartment, which is fairly large and in the belly region of the image, the other compartments are typically small (the size of a small chest). There must be religious drumming and chanting (usually a refrain in which Moloch’s name is repeated over and over, growing in intensity and speed as the ritual progresses).
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At the beginning of the ritual, the summoner enters and lights the furnace at the bottom of the image. As the other summoners begin to chant and drum, the summoner begins placing different items within the upper most six compartments. Moloch does not require specific offerings other than they must represent concepts related to purity, innocence, healthy, fecundity, or youth. Typical offerings include such things as the remains of a calf, the lock of a child’s hair, dove feathers (or a whole dove), and flour or yeast. In the final compartment, the summoner must place a living (preferably conscious) child no older than 16 years of age. The child must be devoid of blemishes (Charisma of at least 14) or hair and must be of good alignment. The child is burned alive within the lowest chamber. As the child is sacrificed, a blast of flames will explode from the belly of the image to consume the offerings in the upper chambers. Once the child is dead, eyes of the image will flare up with yellow flames and a roaring column of fire will launch into the air. With an earth-shaking explosion, the image will burst apart leaving Moloch in its stead. Moloch is extremely unpleasant in most summons, demanding that the summoners worship and praise him for at least one full minute, all the while debasing and insulting them. He is easily angered and it takes the most insignificant ill-thought comment to enrage and cause him to attempt tearing down the wards of his summons. For all points and purposes, Moloch is considered Hostile as soon as he appears unless there are five more sacrifice victims present. In such cases, Moloch will immediately call on Submission of the Child and consume their souls. Moloch will then offer any number of boons as described in Submission of the Child. In any case, Moloch will march around the summoning area, cracking Oppressor on occasion when making a point. He will shout, scream, and threaten. Although this behavior may seem Chaotic, in truth, Moloch is testing the mettle of his summoners. He hates weakness and will not parley with those who cannot at least try to conceal their fear (Moloch wants them to be afraid, though, make no mistake). When the summons is complete, Moloch will return to the center of the room and his form will begin to glow an ugly, burning orange. Cracking and hissing sounds will fill the room as he turns into a new stone image of his person which can be used for future summons. As he disappears, the screams of any child sacrifice victims will fill the room and remain therein for the next nine hours. Any that enter the room during this time must make a Will save DC 49 or be affected by wail of the banshee (only one save is needed during the nine hour period per sacrificed child).
SAMMAEL, Arch-Devil of Venom The Poison of Perdition Assassin 10/Rogue 25 Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: A pale green tear or water drop on a vivid green background within a black, inverted triangle Hit Dice: 50d8 + 35d6 + 935 (1545 hp) Initiative: +21 (+13 Dexterity, +8 Superior Initiative) Speed: 120 ft., fly 240 ft. (perfect) Armor Class: 75 (-1 size, +13 deflection, +13 Dex, +34
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natural, +6 profane), touch 41, flat-footed 75 Base Attack/Grapple: +68/+86 Attack: Defamator +90 melee (1d8+20+2d6 (lawful) +3d6+1 negative energy level (unholy power) 17-20/ x2 +6d6 (unholy) + 2 negative levels + 1d6); or claw + 82 melee (4d6+14) Full Attack: Defamator +90/+85/+80/+75 melee (1d8 + 20 + 2d6 (lawful) + 3d6 +1 negative level (unholy power) 17-20/x2 +6d6 (unholy) + 2 negative levels +1d6); or 2 claws +82 melee (4d6+14) and 2 wing buffets +76 melee (4d8+7) Space/Reach: 10 ft. /10 ft. Special Attacks: Call devils, Diabolical Aura, the Presence of Hell, Caustic Words, Scathing Words, Touch of Malice, spell-like abilities, spells, death attack (Fortitude DC 33), crippling strike, opportunist, sneak attack +18d6 Special Qualities: Abomination traits, arch-devil qualities, blindsight 500 ft., damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, displacement (20%), divine immunities, hide in plain sight, immunity to fire and poison, improved evasion, improved uncanny dodge, nondetection, regeneration 22, resistance to acid 30 and cold 30, Rotting Words, see in darkness, spell resistance 67, Spite, telepathy 1,000 ft., trap finding, trap sense +8 Saves: Fort +55, Ref +61, Will +52 Abilities: Str 38, Dex 36, Con 33, Int 37, Wis 26, Cha 36 Skills: Appraise +15 (+17 alchemy), Balance +62, Bluff +103, Concentration +54, Craft (alchemy) +54, Decipher Script +54, Diplomacy +120 (+126 with evil beings), Disable Device +54, Disguise +105 (+115 when acting in character), Escape Artist +83, Forgery +56, Gather Information +78, Hide +99, Intimidate +113 (+119 against evil beings), Jump +65, Knowledge (arcane) +66, Knowledge (history) +66, Knowledge (nature) +17, Knowledge (the planes) +78, Knowledge (religion) +78, Listen +96, Move Silently +93, Open Lock +54, Search +91, Sense Motive +96, Spellcraft +74, Spot +96, Survival 51(+59 on another plane, +59 while tracking), Tumble +82, Use Rope +13 (+21 with bindings) Feats: Alertness, Arterial Strike, Cleave, Charlatan, Combat Expertise, Corrupt Spell-like Ability B, Dark Speech B, Deceitful, Dodge, Flyby Attack, Great Cleave, Improved Critical (rapier), Improved Flyby Attack, Improved Disarm, Improved Initiative, Improved Sunder, Persuasive, Power Attack, Quick Draw, Stealthy, Weapon Focus (claw), Weapon Focus (rapier) Epic Feats: Blinding Speed, Epic Evil Brand B, Epic Poison Crafter, Epic Reflexes, Epic Weapon Focus (rapier), Lingering Damage, Overwhelming Critical (rapier), Self Concealment x2, Spellcasting Harrier, Sneak Attack of Opportunity, Superior Initiative, Trap Sense. Environment: The Venal Fortress, The Gray Wastes of Despair Organization: Unique (Solitary) Challenge Rating: 55 Treasure: Quadruple standard plus Defamator Alignment: Lawful Evil (Neutral Evil tendencies) There is no devil in existence closer to true evil than Sammael, the reviled Arch-Devil of Venom. Exiled in
his Venal Fortress in the Gray Wastes, Sammael seeks nothing less than to infect all Creation with evil and vice. Sammael is on the brink of abandoning the last vestiges of order and law as he is willing to do almost anything to achieve his goal. Sammael is the personification of those that seek to manipulate perceived and actual weaknesses in organizations, kingdoms, or individuals in order to bring about a new order. The master of infiltrating any environment like a terrible virus, Sammael has mastered the use of words to bring ruin to even the most upstanding person or ideal. Sammael delights in petty acts of jealousy and envy, as eager to poison friendships or the love between two individuals as much as he pursues the crumbling of ancient treaties, timeless alliances and benevolent religions. Sammael is one of the original hellspawn and was the first Lord of the Seventh Hell. Alongside Dispater, Mammon, Adrammelek, Leviathan, Lilith, and Mephistopheles, he numbered among the original Lords of the Nine, his station as Lord-Regent of Maladomini appointed by Lucifer the Satan during the Days of Antiquity. Among the eight Lords of Perdition, Sammael was second only to Mephistopheles and the contests between these two paragons of Hell were monumental. While Mephistopheles favored cold, logical thought and the damnation of souls ripe with intellect and flawed wisdom, Sammael promoted secrecy, lies, and corruption of the spirit due to emotional imbalances and misplaced anger. Sammael personified these aspects perfectly, believing that he alone was worthy to rule not just Hell, but the Depths Below and eventually the entire Cosmos. He and Mephistopheles warred perpetually during the Days of Antiquity, their conflicts an amusing farce to Lucifer the Satan and a deadly game of politics among the other Lords. While Mephistopheles gathered the likes of Dispater and Mammon to his side, devils interested in possessions and ownership, Sammael led the faction of devils dedicated to acts of evil indignation and hunger, counting Leviathan and Lilith among his allies. Much like his cold rival, Sammael believed that in dominating at least half of the Hells, he would acquire the strength to smash his adversary and bring ruin to Lucifer. However, unlike Mephistopheles, who tended to keep his allies strictly among the forces of Hell, Sammael was not above consorting with lesser beings like daemons and the denizens of Mechanus. In short order, Sammael appeared poised to quash Mephistopheles and his faction when the Battles of Light and Greed erupted. Rather than risk throwing support in with the likes of Asmodeus, Adrammelek, and Mephistopheles, Sammael determined that supporting Lucifer was a safer position. However, Lucifer was soundly defeated by Asmodeus who, in a startling and unexpected act of treachery, took the Serpent’s Throne for himself. Rather than punish those devils who supported the fallen Lightbringer, Asmodeus allowed the Lords, including Sammael, to retain their positions. Believing this decision the act of a coward and fool, Sammael resumed his plotting. Then The Great Fall occurred and thousands of fallen angels were cast into Hell. Asmodeus welcomed these new servants, and many were conscripted into the various Courts of Hell. Among these was Beelzebul the Great, now called Beelzebub, The Fallen, who joined the Court of Maladomini. Sammael saw in the fallen solar what he thought was a pale reflection of himself, a being who knew about loss and anger, but did not know how to
control it. Sammael believed that he had the perfect pawn to eventually use against both Asmodeus and Mephistopheles. Sammael named Beelzebub as his Chancellor and gave him a great deal of authority over his holdings, believing that the fallen solar would do well enough to keep him abreast of all of his foes’ activities. Alas, Beelzebub, now referred to as the Lord of the Flies, proved not only up to the task, but the greatest adversary Sammael had encountered. An even greater liar and charlatan than Sammael himself, Beelzebub used the power Sammael granted him to isolate the Poison of Perdition completely from his allies; indeed, not only was Sammael trapped within his fortress Venal, but his strongest supporter among the Lords, Lilith, was besieged by Beelzebub’s Viceroy, Moloch. Worst still, the fact that Adrammelek had been removed from his station as Lord of the Fourth revealed to Sammael that Asmodeus himself favored the fallen angels. Filled with resigned wrath, Sammael fled Maladomini, using ancient magic that caused Venal to relocate to the Gray Wastes. In some ways, Sammael’s defeat in Hell was a boon to him. No longer chafing under the rule of another and wasting time and effort battling an immediate rival, Sammael has been able to concentrate on his goal: corrupting all existence. On the brink of abandoning his hellspawn heritage, Sammael is almost Neutral Evil in his behavior, if not his goals, and has become a powerful force in the Gray Wastes. Sammael commands the respect of legions of daemons, particularly ultrodaemons who likewise work from the shadows while manipulating the weaknesses of others. In scores of worlds, Sammael is The Adversary or the Prince of Poison. A master manipulator of language and a destroyer of reputations and kingdoms, Sammael’s presence is felt but rarely seen as he seeks to use words to slowly poison friendships, alliances, and morals in the worlds he infects. Indeed, Sammael has learned from his former enemy, Beelzebub, having adopted song and speech to empower his own works. Countless gods count Sammael as a vile foe, but because he hides behind the words of often innocent, witless mortals and even some celestials, most cannot directly deal with the Arch-Devil of Venom. Now, at least a dozen worlds are on the brink of revolutions that could bring about the direct rule of Sammael as his forces have shattered the worship of gods and ruined concepts related to goodness and virtue. If these ploys reach fruition, Sammael may well become a Nether Fiend or even a full-fledged god. Still, Sammael does retain contacts with Hell. In an interesting turn, he and Mephistopheles have a very secret alliance forged upon a mutual hatred for Beelzebub and the fallen angels that have impacted Hell. Sammael also maintains some manner of association with Lilith, the Lord of the Sixth. During Antiquity, Lilith and Sammael were consorts of a sort, and as close as two Lords of the Nine could get; indeed, it was this relationship, albeit filled with lust, loathing, and misplaced passion, that Beelzebub and Moloch addressed by isolating the two original Lords of the Sixth and Seventh Hells. Now that Lilith has returned to her former station, she is cautious about interacting with Sammael, but believes that an alliance with such a powerful outcast (and potential god or Nether Fiend) would be to her benefit in the future. Aside from his ultrodaemon servants in the Gray Wastes, Sammael has a tenuous alliance with the mighty Nether Fiend, Anthraxus. These two paragons of corruption and pain do not trust each other, but both recognize
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the other’s power. Sammael also has a passing acquaintance with Pestilence of the Four Horsemen of The Apocalypse. To date, Sammael has limited political deals with The Abyss, although it is known that he has sent envoys to meet with both Graz’zt the Dark Prince and Demogorgon the Prince of Demons, as well as Neron the Demon Prince of Blasphemy. It remains unknown what the goals and results of these meetings were, but to date there have been no further interactions between these groups. Sammael appears as a 10-foot tall humanoid male with an athletic, broad shouldered body with pale, gold skin and long, golden hair. He tends to wear tight-fitting garments reminiscent of a young courtier’s attire at court, black and pale red the dominant colors. A pair of great, golden bat-like wings typically rest cape-like against his back. Sammael’s face is incredibly handsome, in spite of the pair of large horns that sprout from his forehead, with a ready smile that typically does not reveal his needle-like fangs. The smile never reaches his golden eyes, which seem to stare unblinkingly with an uncomfortable intensity as if Sammael can see things hidden to others. His voice is likewise pleasant, although a hint of cynicism, sarcasm, and downright cruelty can bubble up without warning. Sammael always wears an elaborate rapier at his side. Combat Sammael loves combat and relishes the suffering it causes others. In spite of this however, Sammael appears aloof, filled with cold detachment in martial situations and seemingly unwilling to bloody his claws. In this perhaps, Sammael yet retains some of the fundamental principles and restraint of a being of order and law. Sammael always enters combat with his Diabolical Aura and Presence of Hell. Once engaged in melee he will always attempt to use the Open Old Wounds facet of his Caustic Words ability on those of a more martial bent and will always attempt to Scathe His Words against spellcasters regardless of creed and way. Sammael’s natural weapons, as well as any weapons he wields, are treated as epic evil lawful-aligned for the purpose of overcoming damage reduction. Call Devils (Sp): As a standard action Sammael can attempt to call devils. He may attempt to call up to three times per day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Sammael has a 50% chance of success with each calling attempt. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Sammael used to be very fond of cornugons and still calls on them from time to time; only in extreme situations will he look to gelugons or pit fiends, as he despises Mephistopheles and Asmodeus and their favored servants. In spite of his station as an outcast of Hell, Sammael has garnered a great deal of respect from the daemons of The Gray Wastes, particularly ultrodaemons. Three times per day, Sammael may call 3 ultrodaemons or 9 of any lesser type of daemon; when called these servants of pure evil never dare to question or challenge Sammael, knowing that they will be well rewarded for their efforts. Diabolical Aura (Ex): Sammael’s Diabolical Aura can be ignored on a successful Will save DC 57. The Presence of Hell (Su): Sammael’s Presence of Hell has a 1,500-foot radius, and all effects are as those cast by a 64th level sorcerer.
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Regeneration (Ex): Sammael takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect chaos, detect magic, fear, flame strike, fireball, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, major image, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, raise dead, read magic, suggestion, symbol of pain, telekinesis, unhallow, unholy aura, unholy blight, unhallow, wall of fire; 3/ day - destruction, firestorm, meteor swarm; 1/day - hellball, implosion, wish. Caster level 64th; DC 32 + spell level. Assassin spells known: 1st - detect poison, jump, obscuring mist, true strike; 2nd - cat’s grace, fox’s cunning, pass without trace, undetectable alignment; 3rd - deep slumber, false life, misdirection, nondetection; 4th - freedom of movement, glibness, modify memory, poison. (6/6/5/5. Caster level 56th; DC 32 + spell level. Caustic Words (Ex): Sammael is second only to Asmodeus among Hell’s more powerful members in his ability to bring others to their knees with his venomous words. Indeed, there are those who believe that Sammael was once an angel who fell so long ago that he himself has forgotten his true nature; such individuals point to Sammael’s command over words and sonic energy, powers traditionally held only by spirits from the Realms Above. Sammael is always looking for and remembering weaknesses in every situation and in every soul in order to use these weaknesses in the future. Seven times a day, Sammael may use his Caustic Words as a standard action. This extremely potent power is manifested in a variety of ways, but all require that the target or targets can hear, although not necessarily understand, what Sammael is saying (language is irrelevant since the threat comes from hearing the intent in Sammael’s voice rather than understanding specific words). The radius for Caustic Words is 70 feet (in which Sammael may select targets) and the saves are DC 57 unless otherwise noted. Open Old Wounds: This version of Caustic Words allows Sammael to re-open the wounds of those who have been wounded over the past 24 hours. All those within range must make a Fortitude save. Failure indicates that any being that suffered any kind of physical damage within, again takes the greatest amount of damage that was dealt in one round during the past 24 hours. Thus, if a fighter was in battle against a group of pit fiends 16 hours before his fateful meeting with Sammael and, during the confrontation with the pit fiends, he suffered a total of 58 points of damage in one round from all three, he would again suffer 58 points of damage from Sammael’s Open Old Wounds. Such wounds may be healed per normal. Offend: When Sammael offends with his Caustic Words, he causes those who fail a Will save DC 57 to become enraged. An enraged victim gains a +2 bonus to Strength and Constitution, suffers a -4 penalty to attacks, saves, and skill checks, must make a Concentration check to cast any spell or spell-like effect, and cannot perform any task that requires patience (like taking 10 or 20 on skill checks). Furthermore, the victim will not use any feat that has a prerequisite base attack bonus of +4 or
higher, Combat Expertise, or Dodge. The victim’s only thought is to punish Sammael for his cruel words. The effect lasts for up to 50 minutes, although Sammael may end the effect as a free action. Once the Offense ends, the victim is fatigued. Slander: Sammael may present doubts in the minds of animal companions, cohorts, familiars, and called/ summoned creatures. Such beings are forced to make a Will save to avoid turning against their leader. While animal cohorts and familiars use their master’s Will save modifier to overcome the effect, cohorts and called/ summoned creatures use their own modifiers. The effects of Slander last for up to 7 rounds or until the master is killed. Sammael can probably cancel the effect, but has never bothered to do so. Rotting Words (Su): Sammael’s presence empowers evil spells, spell-like abilities, and supernatural effects driven by language, making them sound all the more horrible. Even Dark Speech is more dreadful when spoken in the presence of the Arch-Devil of Venom. Sammael affects language and magic of this nature within 70 feet of his person and may enact the power of Rotting Words once a day, the effects persisting for up to 21 rounds. When Dark Speech or Corrupt spells with verbal components are used within the appropriate range, the speaker/caster suffers only ½ of the corruption cost. Any spell bearing the Evil descriptor requiring verbal components are Maximized when cast in Sammael’s presence. Sammael may select which speakers/casters benefit from this aspect of Rotting Words once such individuals enter the radius. The same seething evil Sammael radiates that empowers evil words also stifles words of peace and hope. Words of Creation or Sanctified spells with verbal components within 70 feet of Sammael are treated as though they the casters level were seven lower; further more, such effects always require a full round action to perform. Scathing Words (Su): Any damage dealing spell or spell-like ability cast by Sammael deals an additional 50% of pure sonic damage at the fullest possible amount if he so chooses. Thus, if Sammael casts a delayed blast fireball, not only will it deal 20d6 points of fire damage but an additional 60 points of sonic damage. Spite (Su): Sammael loves few things better than to watch the powerful and the strong brought into ruin due to the anger, malice, and wrath of others… particularly those who seek greater power for themselves at any cost. Thus, Sammael rewards those who are willing to harm themselves just a little in order to hurt another even more. Seven times per day, Sammael may offer Spite to any being that calls on him. In return for the information and the ability to harm the power, reputation, or support of another individual, the victim must bring about some small form of harm, emotional or physical, to himself. The greater the sacrifice, the greater the act. The following is a general list of potential sacrifices and “rewards” for those who take Sammael’s Spite:
• Nothing Lost, Nothing Gained: In return for one permanent hit point loss, the client receives a +1 permanent skill increase in Bluff, Gather Information, Intimidate, or Sense Motive. Each additional loss accepted increases a given skill or can be used for another skill.
• Gouge the Eye, Reveal the Truth: The client must
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blind himself with a sharp object. In doing so, the client can then curse another person to blindness if the target fails a Fortitude save = 10 + ½ the client’s character level + the client’s Cha modifier. The client may regain his sight, but only through a servant of Sammael; the victim may regain his sight only if the spiteful one is forced to admit to the act. Drain the Soul: In return for one point of Constitution drain, the client may select any feat for which he qualifies (the drain cannot be returned by any means). Cut Nose, Spite Face: The client must hack off his nose. In doing so, the client can then curse another to insanity if the selected target fails a Will save 57. The nose can be healed, but only by a servant of Sammael. The victim may be cured of insanity, but only if the spiteful one is forced to admit to the act. Misery and Company: In return for a two point Charisma drain, the client forces another to make a Will save = 10 + ½ the client’s character level + the client’s previous Cha modifier. If the victim fails, he suffers a -2 drain to his Charisma. While the spiteful one’s Charisma drain cannot be returned by any means, the victim’s may be if the client is forced to admit to the act and honestly asks for forgiveness. Leech the Soul: In return for one character level, the client can force another to make a Will save DC 57 or suffer the effects of bestow curse; the victim suffers all of the effects on the list. The curses may only be removed if the client is forced to admit to the act and honestly asks for forgiveness. If the spiteful one sacrifices three character levels, the victim suffers from bestow greater curse. Sell Soul to Sammael: The client willfully sells his soul to Sammael, becoming irrevocably Lawful Evil. He is then granted three wishes that can be used for one of three purposes (or a medley of the three): 1) Ruination of another’s political power/economic standing; 2) Increase one’s own political power/ economic standing; 3) Engage in an act of vengeance. The wishes take effect over the course of seven days, after which the client lives as he chooses for up to seven years. After that time elapses, the victim dies from an allergic reaction and his soul is sent to the Venal Fortress where is becomes Sammael’s plaything (note: Sell Soul to Sammael does not stack with the Soulsworn feat).
Regardless of the nature of the act of Spite, the client’s alignment always moves one step closer to Lawful Evil (and, at the DM’s discretion, any one of the above may count for an immediate adjustment to Lawful Evil). Once the client becomes Lawful Evil, his soul is forfeit and he is essentially damned to the Venal Fortress. The only way to escape this damnation is to seek the atonement of a 31st level good-aligned cleric and complete a quest offered by the same cleric that seeks to redress the harm caused by the client’s Spite. The victim has 7 weeks to complete the quest; if the victim fails, he dies from a vicious allergic reaction and his soul is damned to the Venal Fortress in the Gray Wastes. Touch of Malice (Ex): As a move equivalent action, Sammael can cause his taloned fingers to bleed any kind of poison or venom from the Dungeon Master’s Guide, Book of Vile Darkness, Epic Level Handbook, or any other source selected by the DM. Thus, all poisons and
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venom are transmitted due to injury; the Fortitude save DC is 55 for all poisons and venoms. Sammael’s Touch of Malice lasts for seven rounds after which he can select to allow it to persist or change to another kind of poison as a move equivalent action. Sammael may transfer the poison to any weapon he wields. Defamator (Major Artifact): Sammael is rarely without his rapier, Defamator. The blade is golden with a sickly green groove running lengthwise down the middle, seeming to pulse with a life of its own. Images of vines and ivy have been carved along the two sides of the blade; these meet in the middle, forming an intricate and flawlessly beautiful pattern of sparse leaves on vines. These images hold no small power of their own and spell out the title “Venom of God” in the Infernal tongue. A single, tear-shaped emerald is insert in the cross hilt, while an ovoid emerald forms the pommel. The long, gold shaft has on close inspection veins of green quartz running through it; these too appear to pulse occasionally. Defamator was a gift from Lilith during the Days of Antiquity. It is a +6 axiomatic, humiliating, unholy power, wounding rapier, cold forged from iron drawn from the blood of thousands of humanoid beings. Those who suffer damage from the blade must make a Fortitude save (DC 55) or lose the ability to heal any type of damage either magically or naturally. Should the creature possess regeneration or fast healing, this ability is suppressed as well. The only way to remove the condition is to consume an entire gallon of holy water which has been blessed by a good aligned caster of at least 21st level. If any creature touches Defamator without Sammael’s permission, that creature must make a Fortitude save DC 55 or die; those that survive suffer three negative energy levels. Possessions: As the master of the Venal Fortress, Sammael has a tremendous cache of treasure and is not above wearing items to enhance his deadliness. Summoning Sammael The summoning of Sammael cannot be done without the willing self-mutilation of the primary summoner as part of the incantation. Furthermore, each additional participant must also harm themselves during the ritual. The mutilation of the primary summoner is a painful affair, usually involving the severing of a finger, toe or ear; this deals damage to the summoner of 1/10th of his total hit points, as well as 2 points of Constitution damage. The mutilation can be healed once the summons is concluded (but see below). For secondary summoners, the wounding is either a cut across the upper abdomen, just below the heart, or a slit in the tongue. This deals 7 hit points damage. All ritual mutilation and wounding must be performed with daggers set with emeralds as pommel stones, each to the value of at least 666gp. Furthermore, the magic circles must be traced using a mix of emerald dust alongside the silver dust; the value of this dust should be in excess of 9,999gp. With blood on hand and hilt, each dagger is placed so that the pommel rests on the edge of the outer magic circle, with the point facing inwards. Fell words of hate and malice are spoken, and the blood within the magic circle responds, running in rivulets directly into the center of the inner circle and forming a gruesome pool of liquefied hate. The color changes by degrees to a virulent green, and then begins to pulse with an evil energy.
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Slowly, Sammael rises from the pool, his body dripping with venom, and his eyes glowing and pulsing with enmity. If the summoners have not put in place a summoning sanctuary, Sammael shows his hatred for them by instantly pronouncing a curse, preventing the healing of the wounds suffered in order to summon him. Creatures already Soulsworn to him are not affected, as the ArchDevil of Venom is content to wait until the time when he can torture their souls instead; otherwise, a successful Fortitude save DC 55 prevents the curse from taking effect. Whether or not the summoners save, further danger awaits them for their lack of preparation; Sammael’s very words are poison, and for each minute that they speak with him, each creature within 70 feet of the magic circles that can hear the arch-devil speak takes 1d6 points of Constitution damage. Sammael can suppress this should he desire, for all or some or none as he wishes; generally, he is not inclined to do so. Sammael offers power to the primary summoner by means of his Spite diabolical adaptation. He does not care so much for hammering out the details of any contract being entered into as most Peers of Perdition; though he is still Lawful Evil, his Lawful nature is close to disappearing, and he will lie or cheat if he feels it is necessary. When at last the summons ends, Sammael draws himself up and holds himself quite still. The pool beneath his feet draws up and over him, before solidifying so that a perfect emerald statue of the arch-devil remains. A poisonous mist hovers about the effigy, but before any of the summoners can think to step within the circles and seize this enormous gem, the statue shatters sending a spray of fine green slivers bulleting through the area. A summoning sanctuary prevents those without from being hit; otherwise, each creature within 70 feet takes 7d6 points of damage. A successful Reflex save DC 55 halves the damage and also prevents any splinters from lodging in the skin. Should any splinters of emerald become lodged in the skin, that creature contracts faceless hate (as described in the Book of Vile Darkness) and automatically fails his save each day until the splinter is removed. Any damage from the disease can only be healed by a good-aligned cleric of at least 31st level, but magic cannot remove the splinter, which requires a successful Heal check against DC 55 to remove. Such an operation deals 7 points of Constitution damage from trauma and blood loss.
SEMYAZA Arch-Devil of Sensuality The Seducer of Hell Bard 20 Large Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A gold lute or harp surrounded by red flames on a black, inverted triangle Hit Dice: 40d8 + 20d6 + 480 (1360 hp) Initiative: +14 (+10 Dexterity, Improved Initiative) Speed: 80 ft., fly 200 ft. perfect Armor Class: 62 (-1 size, +16 deflection, +10 Dexterity, +21 natural, +6 profane), touch 41, flat-footed 52 Base Attack/Grapple: +50/+67 Attack: Alluring Harp +69 ranged (2d6+14 +3d6 (sonic) + 3d6 and 1 negative level (unholy)/19-20/x3
+ 9d6 (sonic) + 9d6 and 3 negative levels (unholy)); or slam +62 melee (2d8+13) Full Attack: Alluring Harp +69/+64/+59/+54 ranged (2d6+14 +3d6 (sonic) + 3d6 and 1 negative level (unholy)/19-20/x3 + 9d6 (sonic) + 9d6 and 3 negative levels (unholy)); or slam +62 melee (2d8+13) Space/Reach: 10ft./10ft. Special Attacks: Call devils, Diabolical Aura, Presence of Hell, Sweet Words, spell-like abilities, spells Special Qualities: Arch-devil Qualities, bardic knowledge +32, bardic music (countersong, fascinate (7 targets), inspire competence, inspire courage (+4 morale bonus), inspire greatness (4 allies), inspire heroics, mass suggestion, song of freedom, suggestion (Will DC 46)), cursed, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, immunity to fire and poison, low-light vision, magic circle against good, regeneration 16, resistance to acid 30 and cold 30, Seducer, see in darkness, spell resistance 58, telepathy 1,000 ft., Vainglory, Voyeur Saves: Fort +40, Ref +42, Will +38 Abilities: Str 36, Dex 30, Con 26, Int 34, Wis 23, Cha 42 Skills: Appraise +12 (+14 alchemical devices, +16 instruments, +14 jewelry), Balance 22, Bluff +85, Concentration +71, Craft (alchemy) +33, Craft (instruments) +37, Craft (jewelry) +21, Decipher Script +22, Diplomacy +75 (+73 with good beings, +81 with evil beings), Disguise +23 (+29 acting in character), Escape Artist +35, Gather Information +40, Hide +54, Intimidate +46 (+52 against evil beings), Jump +11, Knowledge (arcana) +55, Knowledge (the planes) +78, Knowledge (religion) +73, Listen +31, Move Silently +53, Perform (string instruments) +83, Search +37, Sense Motive +69, Sleight of Hand +48, Spellcraft +64, Spot +49, Survival +6 (+14 in the planes, +10 while tracking), Tumble +23, Use Rope +10 (+14 with bindings) Feats: Alluring, Corrupt Spell-like Ability B, Dark Speech B, Dodge , Fly-by Attack, Great Cleave, Improved Critical (composite longbow), Improved Initiative, Improved Rapid Shot, Leadership, Many Shot, Mobility, Persuasive, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (composite longbow), Trustworthy Epic Feats: Epic Evil Brand B, Epic Skill Focus (Bluff), Epic Skill Focus (Perform), Inspire Excellence, Lasting Inspiration, Music of the Gods, Rapid Inspiration Environment: Infernal Realm of Allure in Avernus, First of the Nine Hells of Perdition Organization: Unique (Solitary), or quintet (4 advanced fallen planetars) Challenge Rating: 46 Treasure: Quadruple standard plus Alluring Harp Alignment: Lawful Evil Although almost all worlds and cultures recount The Great Fall in some manner, few know that angels have Fallen into Perdition since before the Dawn of the Gods. Some, like Apollyon the Dark Angel, fell so long ago that but a few recall that he was once an angel. However, even the most righteous beings have yielded to temptation and many, so self-righteous and proud, never repented of their betrayal to the Bastions of Righteousness or the gods of the Realms Above. Aside from those angels that fell during The Great
Fall, the best known group of fallen angels was the Voyeurs or the Watchers, so named because they spent countless eons watching and lusting after the mortals of the earliest Prime worlds. Chief among the Voyeurs was the great solar, Semyaza. Semyaza was a solar serving the will of the Heralds of Holiness. Semyaza granted boons to the greatest servants of good regardless of the gods these mortals worshipped. With song and a soothing voice, Semyaza encouraged mortals to hold true to goodness and honesty. However, for all his words of kindness and love, Semyaza felt nothing but amused contempt for mortals. He saw how his appearance affected even the greatest of their number, how they listened to him and fawned after him. Semyaza was aware of the limited will mortals possessed and he believed, in his arrogance, that much of this was a testament to his beauty. This attitude became a fetish to Semyaza and soon, his contempt germinated into unnatural lust. It is probable that if Semyaza had truly fallen in love with a single mortal or perhaps even made a mistake in the heat of the moment that his crimes would have been forgiven. Yet, this was not the case for what Semyaza wanted was all mortals to serve his desires, for their self-determination to become subject to his will and whim. Semyaza yielded to his temptation, taking advantage of beautiful women of all walks of life, smothering their will and independence. Semyaza’s arrogance knew no bounds. Enamored with himself and his conquests, Semyaza shared his gross behavior with other angels whom he suspected were feeling desires as his own. At least two hundred angels followed Semyaza, including the likes of Armers and Azazel. However, the decadent behavior in which Semyaza and his followers indulged would not last. In his greed, Semyaza grew more confident of his skill with wooing songs and his fair appearance, and soon sought the affections of paladins and clerics of goodness, seeking to bring them under his thrall as well. These women pushed aside his advances and, through prayer and meditation, informed their gods of his behavior. The gods in turn lashed out against the Heralds of Holiness who, when informed of the monstrosity of Semyaza’s actions and his corruption of other angels, called him and the others into account. Semyaza effectively laid blame on the events largely on the shoulders of Azazel, earning the latter’s undying enmity. However, Semyaza’s lies did not trick the Heralds. Semyaza, along with the other Voyeurs, was cast from the Realms Above. These fallen angels, livid at their predicament, sought to avenge themselves against Semyaza, who again convinced many that Azazel was to blame. While Azazel fled into The Abyss with almost half the Voyeurs in pursuit, Semyaza fell into Perdition. The Nine Hells of Perdition at the time were ruled by Lucifer the Satan. Seeing a kindred spirit of sorts in Semyaza, The Overlord of Hell offered him a fief so long as he continued to pursue the untainted souls of mortals under the auspices of Hell. This, Semyaza accepted and he, along with a number of other fallen angels, was granted a realm in the layer of Avernus. In his Infernal Realm of Allure, Semyaza would wisely accept the rulership of Asmodeus when that devil came to power and continues to serve Hell to this day. In Hell, Semyaza is largely ignored. Although he is a powerful arch-devil, he is not officially part of Hell’s hierarchy and thus does not often draw the attention of other devils... which is precisely the way Semyaza likes
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it. He is not interested in ruling an entire layer of Hell, so does not get involved in the politics of the Lords of the Nine and other arch-devils. In fact, the few devils with whom Semyaza interacts include Belial and Fierana. His relationship with the father and daughter rulers of Phlegethos is rife with competition, hatred, and smothering lust. Semyaza would love nothing better than quench either of their flames under his power. Semyaza also finds occasion to treat to Glasya, whom he also finds most appealing but off limits due to her status as Princess of Hell. On occasion, Bael – the Lord of the First – sends diplomats to visit Semyaza, believing that doing so will ensure that the powerful arch-devil never takes an interest in ruling Avernus himself. Most of Semyaza’s relationships continue to be with mortals. Even before he was cast from the Realms Above, Semyaza had sired quite a few offspring and had taken a number of concubines. The chief of his mortal allies is the powerful sorceress, Ishtahar. To Ishtahar, Semyaza had granted numerous secrets of the Realms Above, effectively making her immune to most attacks from angelic or good-aligned divine sources. He also provided her with the key to uncover the True Names of the Bastions of Holiness and dozens of powerful gods of good. While Semyaza does not know the Names specifically, he knew that the secret to their names could be uncovered in various repositories of knowledge scattered across Creation. In return for his knowledge, Ishtahar – the only woman to control Semyaza (although he himself refuses to believe this) – allowed him to bed her. The result of this unholy union was the creation of Semyaza’s greatest children, Hiwa and Hiya. These tremendous nephilim continue to stalk the Material Plane, creating huge tyrannies that eventually topple over from their own evil and gluttony. Aside from these two eldest sons (who despise their father but do his bidding when commanded), it is believed that Semyaza has scores of offspring in the Material Plane, most of them unaware of their heritage. Most of the other Voyeurs hate Semyaza, blaming him for their fall. However, he remains the greatest of their number and few would dare to challenge him. The only Voyeur who continues to seek ways to confront and destroy Semyaza is Azazel, now called the Demon Prince of the Desert. Azazel looks for every opportunity to attack Semyaza, his children, or his allies. Semyaza routinely leaks information on his weaker children to Azazel, occupying the vengeful Demon Prince’s time and distracting him from Semyaza’s true plots and goals. To this day, Semyaza still functions at the behest of The Overlord of Hell as he pursues the souls of mortals who find solace in the arms of another and those who need another’s strength to give their lives value. Women are his most frequent target as he believes them to be weak and soft, but a fair number of men yield to the temptation he offers as well. Like Belial, Semyaza uses sex as the crux of his evil, but unlike Belial, Semyaza is not interested in pain or gross acts of oppression; he prefers to let those he controls believe that they have wills of their own despite the fact that he has long since robbed them of their self-determination. He seeks to make them dependant upon the physical pleasure he grants leaving them utterly swayed by his will. However, Semyaza has a secondary goal. Semyaza is slowly and quietly building his own army of nephilim. Although most who are familiar with this steady proliferation assume that Semyaza means to overthrow a Lord of
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the Nine or perhaps even The Overlord of Hell, in truth Semyaza wishes to tear down the Heavens themselves in revenge for what they did to him. Once Ishtahar completes the research she has been working on for uncounted millions of years and uncovers the True Names of the Realms Above, Semyaza will have his revenge. It is unclear when Semyaza lost his naturally glorious form. Some believe it occurred well before the Heralds cast him out, while others believe it happened during the fall itself. At any rate, Semyaza has taken pains to hide the truth of his appearance. To most, Semyaza appears as a solar of such piercing beauty that to see him pains the heart with desire. Those who find the means to look beyond his inhuman beauty see nothing more than a somewhat sad solar. Those with the power to strip aside all of his illusions see Semyaza as he truly is: a solar with dead, blotched ash-white flesh covered in deep wrinkles. His tattered wings shed constantly, and his once fair face is devoid of any love or happiness. Combat Semyaza despises physical altercations and does everything in his power to avoid them. Semyaza typically believes that forestalling potential conflicts before they begin is the best policy, so he often encounters all beings with his Seducer power in effect. If Semyaza suspects that potential victims are strong enough to overcome his power, he is more than happy to parley, often sprinkling his conversation while strumming his harp. Semyaza always concentrates his attention on the most attractive female in the group; if there is not a woman present, he will then target elven or human males with the highest Charismas. In either case, he will attempt to diplomatically avoid combat and seek to relocate… only so he can then cast greater invisibility on his person before attempting to mass charm monster an entire group or dominate person on the most attractive female (or male) in the party. He will usually instruct charmed victims to convince their allies of his beneficence and desire to help mortals; only if he feels especially threatened will he cause these charmed victims to attack their allies. If Semyaza does get involved in a fight, he is a very capable opponent. He will always surround himself with his Protective Aura before casting unholy aura on himself. He will then detonate a meteor swarm either among the tightest group of opponents or with himself at the center before attempting to call devils. Semyaza will then seek to relocate to a safe distance that still allows him to assist his allies with his bardic abilities. If the fight progresses past six rounds, Semyaza will begin calling down meteor swarms and will start casting destruction on the most dangerous enemies. Once Semyaza suspects that a fight is going against him, he will immediately retreat… although he will do his best to charm at least one PC before leaving. Call Devils (Sp): As a standard action Semyaza can attempt to call devils. He may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Semyaza has a 50% chance of success with each calling attempt. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Semyaza finds the physical presence of most devils repugnant, so he rarely attempts to call unless he calls erinyes. Semyaza may instead automatically call 3 fallen solars or 9 of any lesser type of Lawful Evil Fallen.
Semyaza is often in the company of four fallen planetars. It is a widely held rumor that Semyaza has the ability to call on his two greatest sons, Hiwa or Hiya once per day (treat as nephilim titans with fly speeds of 120’ good). Diabolical Aura (Ex): Semyaza’s Diabolical Aura can be ignored on a successful Will save DC 55. The Presence of Hell (Su): Semyaza’s Presence of Hell has a 1,200-foot radius, and all effects are as those cast by a 59th level sorcerer. Regeneration (Ex): Semyaza takes normal damage from epic, good and silver weapons. Protective Aura (Su): As a free action, Semyaza can surround himself with a dark miasma with a 20 foot radius. This acts as a magic circle against good as cast by a 59th level Sorcerer. The aura can be dispelled, but Semyaza can create it again as a free action on his next turn. Seducer (Ex): As a being dedicated to seemingly giving others their desires as they relate to love and affection, Semyaza comes across as a figure of great beauty, dedication, and honesty. Not even cosmic nor divine beings can resist the power of his presence, the lure of his soft gaze, or the pleasure of his soothing music. Once ensnared in his wiles, Semyaza’s victims slowly lose all self-will and independence, becoming slaves to the Arch-Devil of Lust. As a result, he has come to be known as The Seducer and his powers in this arena are challenged only be a scattered few. Not only does Semyaza’s power as a Seducer manifests in a variety of ways, it also affects creatures typically immune to mind-affecting effects. Unless otherwise noted, these powers are always in effect. When a lesser creature (any being under demigod status) views Semyaza, she does not see a terrible monster, or even a “normal” solar. Instead, she sees a being of such beauty and sensuality that she wishes to be with him and will do anything to please him. What each being sees corresponds to his/her/its definition of the perfect mate, one to whom a person will abandon his/her/its self to. Similar to a mass charm monster spell as cast by an 59th level caster, Semyaza’s seductive presence requires that all lesser creatures make a Will save DC 59. A failed saves results in a victim that will do anything to please Semyaza for three days. Every day thereafter, the victim receives an additional saving throw, receiving a +1 cumulative bonus to save. If Semyaza makes a request that may bring harm to the victim or stands in opposition to their ethics or morals, the victim gains another Will save DC 59 with any appropriate modifiers as determined by the DM. A victim that succeeds in saving against this effect is immune for one week. This version of Seducer may not be used in conjunction with Semyaza’s Diabolical Aura; Semyaza may suppress this power or reactivate it as a free action at will. Even cosmic and divine beings are subject to Semyaza’s seductive nature. Such beings receive a Will save DC 59 with the following modifiers: lesser gods receive a +3 bonus to save; intermediate gods receive a +6 bonus to save; and greater gods receive a +9 bonus to save. Otherwise, such beings are affected as mortal creatures described above. Finally, Semyaza’s seductive nature infects any child born by his lust. Any offspring Semyaza sires is either Lawful Evil or Neutral Evil and always bears the nephilim template. The Spawn of Semyaza, as they are called, are psychically linked to their father and feel
compelled to obey him; they receive a -9 penalty in any action to harm their father or resist any spells, spell-like abilities, or other supernatural effects he casts at them. There is only one way to force Semyaza to discontinue the use of his Seductive power. While most beings see Semyaza as the epitome of splendor, there are those who suspect that his true form is far from perfect. However, not even gods have an easy time piercing Semyaza’s illusions. Mortal creatures that try to pierce the illusions that wrap Semyaza’s body with spells like true seeing are stunned for nine rounds upon their first attempt, overwhelmed by the fleeting image of Semyaza’s true appearance; this does nothing to hinder Semyaza’s Seductive power. Despite desires to do otherwise, the memory of his appearance often immediately departs after being seen. Only by successfully making a Will save DC 57 can the mortal recall the terrible truth of Semyaza’s true form after witnessing it through true seeing; those who fail are stunned for 1 round for each point they failed their save and suffer a -1 cumulative penalty for subsequent attempts to pierce Semyaza’s appearance during a 24 hour period. Cosmic and divine beings likewise have difficulty seeing Semyaza’s true form. Cosmic and divine beings with access to salient divine abilities Know Secret, Power of Truth, or similar cosmic powers must concentrate as a full round action to see through Semyaza’s glamer; these beings receive an additional +3 to their saves against The Seducer’s power. All cosmic and divine beings with divine ranks may attempt to break Semyaza’s power by making an opposed Will check to Semyaza. Those who fully view Semyaza in his true form are immune to his Seductive power for a year and a day. Spells (bard): Bard spells known (4/8/8/8/8/7/7; base DC 35 + spell level; 41 + spell level for Enchantment; 43 + spell level for Enchantments with somatic components): 0 – daze, detect magic, flare, lullaby, mage hand, prestidigitation; 1st – charm person, hypnotism, identify, undetectable, ventriloquism; 2nd – blindness/deafness, eagle’s splendor, enthrall, mirror image, sound burst; 3rd – blink, displacement, glibness, scrying, see invisibility; 4th – break enchantment, dominate person, legend lore, locate creature, modify memory; 5th – dream, greater heroism, mind fog, mislead, nightmare; 6th – greater shout, quest, sympathetic vibration, veil. Caster level 59th. Spells (cleric): As a fallen solar, Semyaza still retains the ability to cast divine spells from the cleric list and from the Evil and Law domains as a 39th level cleric: 6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1 (save DC 25 + spell level, DC 27 for spells of the enchantment school, DC 27 for spells with the Language Dependent descriptor, DC 29 for spells of the enchantment school with the Language Dependent descriptor). Spell-Like Abilities: At will – aidE, animate dead, animate objects, bestow curse, blasphemy, cause fear, charm monsterE, contagion, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, dimensional anchor, flame strike, greater dispel magic, greater invisibility, imprisonment, magic circle against chaos, magic circle against good, mirage arcana, persistent image, polymorph, raise dead, resist energy, summon monster VII, speak with deadL, symbol of pain, unhallow, unholy aura, unholy blight, waves of fatigue. 3/day – blade barrier, destruction, earthquake, firestorm, harm, mass charm monsterE, meteor swarm, permanency, waves of exhaustion. 1/day – energy drain,
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hellball, power word blindE, power word killE, power word stunE, prismatic spray, wish. All spells are cast as a 59th level Sorcerer (save DC 35 + spell level, DC 37 for spells of the enchantment school, DC 37 for spells with the Language Dependent descriptor, DC 39 for spells of the enchantment school with the Language Dependent descriptor). E L
Spells of the Enchantment school Spells with the Language Dependent descriptor
Sweet Words (Ex): As a free action, Semyaza may use any bardic music ability. Conversely, he may use any arcane spell from the school of Enchantment 7th level or lower as a quickened spell. Semyaza may do one or the other each round. Finally, Semyaza’s enchantment powers (and associated Diabolical Adaptations listed above) all function as if benefited from Epic Spell Focus. Vainglory (Ex): In the same way that Semyaza can induce others to depend upon him for love and affection, so too can The Seducer grant power to those seeking to force others to do their bidding. The Seducer can offer the power of Vainglory to any mortal willing to offer his soul to the Arch-Devil of Lust, forever giving the mortal great beauty and strength of personality that crushes the wills of others. Nine times a week, Semyaza can call on Vainglory, granting the boon to one individual. While simultaneously scarring the client’s soul, the Lord of Voyeurs increases the client’s Charisma by one point. Every day thereafter for the next eight days, the client’s Charisma increases by one point (to a maximum of nine additional points). However, for every increase in Charisma, another of the client’s ability scores decreases by one point or else he voluntarily gives up a feat or two points from any skill. After the Charisma bonuses are all earned, the client retains them for three days before they disappear; the client does not regain whatever was traded. In any case, once the client takes this first step, the client moves one point closer to Lawful Evil. The benefits of the Charisma boost transcend just increased force of personality and physical appearance. If the client is a spellcaster, he uses his new Charisma modifier for bonus spell allocation and DC determination when and if the modifiers exceeds the modifier typically used for spellcasting when the client casts spells from the school of Enchantment. However, as the client becomes ever more attractive, his arrogance and disgust towards less appealing people intensifies. The client feels entitled to having his desires, often sexual in nature, satisfied by others. Indeed, he wishes to smother the independence of others in order to aggrandize himself. This is the only way to maintain the Charisma bonuses. Once per week, the client must impose his will on another being, forcing them to do his bidding. When stripping the victim of her or his will, the client ensures the continuity of his Charisma bonuses. While the client may use any means to force another to submit, the use of spells and other magical effects requires that the client overcome three victims rather than one a week. Once the client proves his importance, the victim is allowed a Will save DC = 10 + ½ the client’s level + the client’s modified Charisma. Failure indicates that the victim is effectively dominated as per dominate person; the caster level is based upon the client’s character level. If the victim succeeds, there is naught but hate and fear for the client. It is interesting to note that victims of the Vainglorious with a Charisma of 9 or less
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suffer a penalty to their save equal to their negative modifier, as their lack of personality makes them easier prey for the servants of Semyaza. As soon as the client essentially rapes his first victim, he is automatically Lawful Evil and wholly a servant of Semyaza. Only miracle, followed by atonement cast by a 31st level good-aligned cleric can absolve the client of his evil acts. The client immediately loses his Charisma bonuses. The only way to retrieve lost ability scores, feats, or skill points is to complete a quest appointed by the same cleric. The quest must be completed within three weeks or else the victim will never regain that which they sold. A client that dies while under the effects of Vainglory finds his soul forever bound to Semyaza’s Infernal Realm of Allure in Hell. Voyeur (Su): As one of the chief Watchers, or Voyeurs as they came to be known, Semyaza’s eye roved far and wide, seeking out the most beautiful mortals. As his arrogance and lust flared ever greater, so to did his ability to both find and watch great beauty. This talent he took with him when he Fell; Semyaza’s arch-devil awareness is augmented by this talent so that he is able to use his senses in up to nine places simultaneously, and only greater gods or equivalent powers (DvR 16 or CsR 16 or higher entities) can bar his ever-roving eye, and weaker entities do not even know that the Voyeur is watching. Semyaza, though, is so consumed with lust that at all times at least six of his nine possible sensors will be focused on great beauties, particularly mortal female humanoids; sometimes, for a particularly stunning woman, Semyaza will focus more than one of his sensors on a place in order to get several different points of reference. Rumor has it that the Arch-Devil of Sensuality has focused all nine sensors on such places as Glasya’s bath and Fierana’s bed, watching from every possible angle simultaneously, and writhing in lust and desire to smother their wills beneath his velvety heel. In the event that Semyaza is entirely focused on one place, he is treated as fascinated for so long as his attention is thus caught up; even mention of his name is not enough to draw his attention at such times. The Alluring Harp: Semyaza made this minor artifact shortly after his fall from grace. Made of gold, this garish lap harp allows all of his enchantments and Bardic songs to behave as if benefiting from the Extend Spell feat. As a free action, Semyaza can turn the harp into his +9 sonic blast, unholy power, mighty composite longbow (+5). Possessions: The Alluring Harp. As an arch-devil, Semyaza has access to countless resources and magic items. However, he does not see himself as a combatant, preferring to pursue more mortal and immortal women of incredible beauty to grind under his velvety heel. Summoning Semyaza Semyaza must be seduced into being summoned; a mortal woman of great beauty (Charisma 18 or higher) is a suitable sacrifice. The more stunning the “creature”, the more likely that the summoner(s) will attract Semyaza’s attention (for every 2 points over 18 that the sacrifice has in Charisma, the summoner receives a +1 bonus on summoning the Arch-Devil of Sensuality). This woman must be placed naked within the magic circles, staked and tied spread-eagled on the ground.
Aphrodisiacal incense must be burned throughout the area: jasmine, sandalwood and other intoxicating perfumes. At the height of the summoning, the vapors and smokes coalesce immediately over the form of the woman, and Semyaza appears. His immediate attention is for the sacrifice, whom he uses his Sweet Words on, seducing her and bending her to his will, until her only desire is to please the Arch-Devil of Seduction. Should the woman resist his advances, he will take her on the spot to prove his dominance over her; otherwise he will leave her for the time being to conduct business. In either case, Semyaza takes the woman with him back to Hell at the end of the summons. Semyaza takes his time in conducting business with the summoner, using flattery and wit to put her off guard, and generally not making concrete pacts (including the Vainglory boon) until less than a minute remains of his summons. In such a fashion many have made rash deals, conscious only of either Semyaza’s flattering words or of bargaining time running out; the Arch-Devil of Seduction loves those who stop thinking logically and instead choose emotionally, for he manipulates them all the better. With affairs ended, Semyaza takes hold of the woman in the circles, before slowly dissipating into the vapors and smokes from which he appeared. Several white swan feathers drift amid the fumes (1d6); each feather is treated as a dominate monster scroll (caster level 20th, Will save DC 21 negates), except that no spellcasting ability is needed in order to use a feather. Any creature that touches one of the feathers without using it within 24 hours must make a Fortitude save DC 52 or contract Misery’s Passage (see the Book of Vile Darkness). Any creature dominated through the use of one of Semyaza’s feathers automatically contracts Festering Anger (no save, see the Book of Vile Darkness for details). Any creature which uses one of the feathers to attempt to dominate another creature takes a –6 penalty on future saves against Semyaza or any of his progeny’s special attacks.
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Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
by Eli Atkinson, Will Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr. Development Team:
Eli Atkinson, Will Church, Michael Chidester, Serge W. Desir, Jr., Sean Johnston, Michael Jones, Joe Karpan, Nicholas Varasse
Graphic Production:
Eli Atkinson
Dicefreaks Logo Design:
Tim Moore
Additional Thanks:
Robert Coutier, John Harris, Alan Jacobs Richardson, William Teebay, Simon Xu
The following is an excerpt from the Diary of Drenicus when he peered through a mirror of the realities during the Age of Greatness.
Now that the various Grand Dukes and Imperial Highnesses had arrived, the creature I recognized as the Constable of Nessus approached the bottom stair that led to the ruby throne shaped like a coiled serpent. There the creature offered a flourished bow before the 999 attendees. Although a dreadful illness fills my soul even as I recall what I saw, I will recount the words he used as I heard them through the pit fiend I used to observe the proceedings. “Loyal Courtiers of Perdition, Slaves of Hell, Scions of the Pit," he said with regal air, "I, Martinet, the Constable of Hell, Knight of the Nine Circles, and Most Honored Servant of The Overlord of Hell, now call on you to pay homage to the LordRegents of the Nine Circles of Perdition! “ Bow before His Imperial Grace, Warlord of Avernus and Master of the Infernal Gates, Bael, the Lord of the First!" The entire chamber shook as nine tremendous meteors burst from the floor before the Constable. When the flames and smoke cleared, a hulking figure remained. It appeared to be a tremendous pit fiend, although the face bore some human qualities. A bronze kilt concealed the great hoofed feet, and the translucent, reddish body shimmered with burning scales. The monster rose to its full height, bowed before the empty Serpent's Throne, then made its way to the first alcove on the Constable's right. "Bow before His Imperial Grace, Arch-Duke of Dis and the Potentate of the Iron City, Dispater, the Lord of the Second!" The ground before the Constable bubbled and hissed as burning, liquid iron appeared. Abruptly, it shot up in a great line, quickly taking the form of a tall, slender older man in conservative, yet regal robes and cloak the color of steel lined in blood-red. The man held a long, iron rod in one hand and an iron staff in the other. Burning, cloudy eyes devoid of emotion in spite of smirking lips glanced at the Constable before turning to the Serpent's Throne. Then, the man turned to the left and limped to the appointed alcove. "Bow before His Imperial Grace, Arch-Duke of Minauros and the Marquis of Avarice, Mammon, the Lord of the Third!" Thousands of sparkling gold and platinum coins fell from above. In short order they formed a tall, pudgy hellspawn. All manner of jewels adorned his horns, clawed hands, and tail. A self-absorbed smile stretched the jowly face as the infernal being winked a glittering eye at the Constable before offering a very elaborate bow to the Serpent's Throne. Then, with a flap of his wings, the creature made his way to the second alcove on the left. "Bow before His Imperial Grace, Arch-Duke of Phlegethos and the Master of Pains and Suffering, Belial, the Lord of the Fourth!" Thousands of voices filled the room, some screaming in ecstasy, others in torment. A pillar of flames shrieked from above and shortly revealed an angelic man of incomparable beauty floating just above the ground. Dressed only in black leather against whitehot flesh, with burning wings and a halo of flame, the fallen angel held a great black trident in both hands. The Fallen gave the Constable a demure smile before blowing a kiss at the Serpent's Throne. He then took his place on the second alcove to the right. "Bow before His Imperial Grace, Arch-Duke of Stygia and Prince of Wantonness, Leviathan, the Lord of the Fifth!" The sound of tons of ice and water moving with terrible swiftness filled the room before a massive chunk of ice exploded from the floor. Deep within, barely discernable, was a large creature, its body a marriage between a human male and whale, its shark-like head too small for its huge, toothy maw. Frozen, only its soulless, black eyes moved, glaring at the surroundings. The creature did not even acknowledge the Serpent’s Throne before its prison slowly and gracefully began turning as it glided on its wet base to the third alcove on the left. "Bow before Her Imperial Grace, Arch-Duchess of Malbolge and Queen of Desolation, Lilith, the Lord of the Sixth!" Storm clouds, accompanied by winds and thunder, appeared above. With a crash, a single bolt of lightning struck the ground and was swiftly replaced by a startlingly handsome woman with long, raven hair wielding a sword, the blade made from crackling black lightning. Utterly naked, she covered herself with great black wings. Before taking her place in the third alcove on the right, she barred serpentine fangs at the Constable and glared at the Serpent's Throne. "Bow before His Imperial Grace, Arch-Duke of Maladomini and Lord of the Flies, Beelzebub, the Lord of the Seventh!" The sound of a million flies dimmed my ears before the vermin themselves appeared. They converged at the center of the room. As they slowly parted, a large, heavily muscled man in regal finery hovered among them. Between the two horns atop his head were a pair of large, multifaceted eyes and antennae. Three pairs of black wings, otherwise like those of a huge fly, hummed behind him as he offered a sinister smile at the Constable and a deep bow to the Serpent's Throne. Then, still wrapped the swarm, the Lord
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of Lies glided gracefully to the fourth alcove on the left. "Bow before His Imperial Grace, Arch-Duke of Cania and Lord of Loss, Mephistopheles, the Lord of the Eighth!" A single shaft of ice-blue light, accompanied with shards of ice and sleet, descended from above. Abruptly, a tall infernal being with great wings appeared. Dressed in pristine white robes that contrasted the blue-black flesh, he carried a ranseur, each of the weapon's tips humming, crackling, or hissing a different kind of element. Ice-white eyes studied the surroundings, emotion of any kind invisible on the chiseled face. The infernal inclined his head to the Constable before staring at the Serpent's Throne. Lust danced on the hellspawn’s face briefly before he turned and strode to the fourth alcove on the right. Terrible though what I beheld had been, a fear beyond that of any I’ve ever experienced kindled within me as the Constable reared himself to his full height, his arms spread in perverse welcome as he fell to both knees. I knew what was next and I nearly turned away from the spectacle but found myself transfixed. The Constable began to speak: "And now, all prostrate yourselves before the Serpent's Throne, for He now arrives to dictate unto us all, His worthless slaves – ” For millennia untold, the true nature of Hell’s enigmatic rulers, the infamous Lords of the Nine, has been steeped in rumor, buried under myth, and spoken of in hushed tones. To this very day, the Lords of the Nine remain enigmas, yet none doubt their existence, much less their power and evil. The pinnacles of Hell’s nobility, the Lords of the Nine are masters of the nine layers of Hell, the heart of all Lawful Evil in Creation. The Lords of the Nine are all extremely independent, greedy, tyrannical, and evil. In short, they are among the most debased beings in the Cosmos. Like arch-devils, each of them possess powers well beyond those of the devils they command, and like arch-devils, they are enemies to the forces of goodness and chaos. However, unlike arch-devils, the Lords of the Nine rule not a paltry realm, but an entire layer of the Nine Hells of Perdition. “Lords of the Nine” is somewhat of a misnomer when it comes to who is included. As a group, it would appear that they make up the highest strata of Hell’s nobility, commanding the Dukes of the lowest strata, and wielding greater authority and more power than the archdevils of the second strata. And this is true as far as eight of the Lords are concerned. The Lords of the First through Eighth are powerful arch-devils with the added potency given them by The Lord of the Nine, Asmodeus. However, the eight all bow (unwillingly) to the power of Asmodeus, who ranks as the only member of Hell’s royalty (neither Glasya nor Lixer are accorded this recognition). Unlike arch-devils, the Lords of the Nine maintain powers that rival those of the gods. While not completely omnipotent, a Lord in his layer is virtually unstoppable, capable of feats beyond that of most beings in the Cosmos. Additionally, each maintains his own unique powers related to his interests, goals, and the nature of the layer he commands. Thus, as the ruler of the largest and most “inviting” city in Hell, Arch-Duke Dispater is a canny, witty, almost friendly fiend with powers to smother weaker minds in order to maintain the law of Dis; on the other hand, the narcissistic Beelzebub, committed to achieving perfection, reveals the weakness and impurity in all lesser creatures, forcing them to wither into nothing with but a touch. Although they hate each other, the Lords of the Nine are well aware of the necessity for treaties and political maneuvering even as each strives to eventually overthrow Asmodeus and rule the Hells. During the years of
Classic Perdition, the Lords composed three distinct political camps. One, made up by former and now fallen angels, included Beelzebul, Astarte, Belial, and Moloch. The other camp composed of fiends always thought to have been devils, including Mephistopheles, Mammon, Geryon, and Dispater. Asmodeus stood alone. Each camp claimed that it existed to ensure that the other camp did not attempt to overthrow The Overlord of Hell. Eventually, the political maneuvering of these camps came to a head during the Dies Irae and ended in disaster for all save Asmodeus. Since then, the Lords of the Nine largely work independently of each other, although both Bael and Leviathan are greatly hated by the others. Additionally, the Lords hate malefircareim and loath other arch-devils, knowing that such creatures are only one step removed from taking a sitting Lord’s place. The arch-devils that have been Lords of the Nine have changed a number of times. For example, the rulership of the First, Fifth, and Seventh Hells have changed hands a few times over the past few hundred million years, with some Lords being killed, others imprisoned, and still others banished by Asmodeus. The best known restructuring of the Lords occurred during the infamous Dies Irae in which Asmodeus eliminated two Lords, Geryon, former Lord of the Fifth, and Moloch, former Lord of the Sixth; the new Lords are Leviathan and Lilith respectively. The former Lord of the First, Astarte, often confused with the dragon goddess Tiamat, has also been cast aside, imprisoned somewhere on Avernus by the new Lord, a former pit fiend, Bael. Beyond a doubt, there are few beings in existence that wield as much power as the Lords. Although not true gods, the Lords have god-like might at their disposal, and are always eager to gain more power. They are among the most dangerous beings in existence, capable of cheating even gods. All creatures, mortal or not, should avoid dealing with these monsters at all costs.
Creating a “Lord of the Nine” “Lord of the Nine” is a template that can be added to any creature bearing the arch-devil template with at least 40 HD. On rare occasions (DM discretion), Asmodeus, The Overlord of Hell, grants this boon to very powerful mortals of at least 41st level (he grants them both the arch-devil and Lord of the Nine templates simultaneously). Ascended mortals will use the totality of their character class in place of HD where HD is used as a
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basis upon which to determine DCs unless otherwise noted. The base creature gains the Evil, Extraplanar and Lawful sub-types, and loses any other alignment subtypes. A Lord of the Nine uses all of the features and benefits from the arch-devil template in addition to those benefits listed here; unless otherwise noted, these elements replace those associated with the arch-devil template. Armor Class: The Lord acquires a +9 profane bonus to armor class; this overlaps with the profane bonuses gained from the arch-devil and/or Duke of Hell templates. Aura of Hell (Ex): The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within 900 feet of a Lord must succeed in a Will save equal to 10 + ½ the devil’s racial HD + the devil’s selected modifier + 9 (from the Lord’s Diabolic Prowess) + any existing enchantment bonuses (e.g., from the Spell Focus [Enchantment] feat). Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action): Cower: Affected beings cower before the might of the devil. They can defend themselves normally but take no actions. Induce Fear: Affected beings become panicked and suffer a –6 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. The Lord can make its servants, “worshippers,” beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine ranks or cosmic ranks equal to or greater than that of the Lord, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear auras of the base creature. Call Devils (Sp): Lords, as the near supreme devils, command the absolute respect of lesser devils. As such, a Lord can call devils as a move equivalent action. Nine times per day, a Lord may call a Duke of Hell, 9 pit fiends or 18 of any lesser type of devil. A Lord also commands more powerful devils. When he calls devils, common devils may have 3 times their normal HD up to a maximum of 45 HD. For instance, if Belial, Lord of the Fourth was to call hamatulas, the hamatulas who answered would possess 36 HD. Since these devils are called, they have the ability to summon other devils as their Monster Manual or template descriptions allow. As the masters of devils, the Lords of the Nine never hesitate to summon servants if they fear that their lives are in danger, or if they grow bored with a confrontation. In short order, a Lord can fill an entire chamber with a legion of devils. Damage Reduction (Ex): The Lord of the Nine acquires damage reduction 40/anarchic, epic, good and silver. In essence, only the most powerful magic items (mostly artifacts and relics) can fully harm a Lord of the Nine. Diabolical Adaptation: Each Lord will exhibit spe-
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cial abilities or qualities different from its peers. While Leviathan may be able to strip minds of their wits, Mephistopheles is capable of arranging deals that result in the damnation of mortal souls. Each Lord of the Nine typically gains one special ability or one special quality in keeping with his/her duties and areas of interest upon its promotion; for every 15 total HD and class levels possessed, the Lord acquires an additional special ability or special quality. Many of these abilities are on par with the powers of gods. This replaces, and does not stack with, any existing benefits from previous Diabolical Adaptations from the Duke of Hell and/or arch-devil templates. It is interesting to note that Lords ascended from galaxar or malefircareim stock do not retain all their special attacks and special qualities. Diabolical Decree: Each Lord of the Nine has the ability to demote or promote lesser devils with but a thought. Nine times per day as a move equivalent action, a Lord may demote any number of devils. The range of this power depends on the location of the Lord. The Lord may use this power anywhere within his layer of Perdition and the target(s) does not receive a save. In another part of Hell or a divine (but not cosmic) realm (even on the Lord’s layer), the Lord may extend this power only to devils sworn to him and such a target(s) receives a Fortitude saving throw. Beyond Hell, the Lord must be within 900 feet of the target(s), who receives a +3 bonus to save against the effect. The Lord may demote devils to whatever power level he determines appropriate. While a Lord may demote any common devil from pit fiend to lemure status, a Lord may only strip a Duke of Hell of its template (although, afterward, the Lord may then use its power again to demote the Duke to a lower station). Conversely, the Lord may promote a devil as a move equivalent action. This ability possesses the same limitations on layer and planar boundaries as the demotion ability. A Lord may raise a common devil from lemure all the way to pit fiend status and the Lord may apply the Duke of Hell template to any cornugon, gelugon, or pit fiend with at least 20 HD; in rare circumstances, a Lord will grant the Duke of Hell template to worthy creatures not of diabolical origins. A Lord may promote up to nine times per day. See Chapter 6: The Dark Ministry for more details on devil promotions. Lords may not affect arch-devils through their Diabolical Decree unless given specific leave to do so by Asmodeus. Diabolical Empowerment: Each Lord of the Nine has the ability to select the ability modifier to enhance its special attacks and special qualities. The Lord must select from one of his three “mental” ability scores (Intelligence, Wisdom, or Charisma) and use the associated modifier for all special abilities and special qualities. Once the Lord selects this modifier, it cannot be changed unless the Lord is somehow stripped of his Lord of the Nine status and later regains it. Diabolical Metamorphosis: Almost all of the Lords experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires. Any adjustments in size and physical make up may affect the Lord’s attack methods or his advancement benefits. The designer should modify attack methods and locomotion accordingly, but keep basic combat statistics the same. Hell’s Fire (Su): All Lords of the Nine have the ability to unleash Hell’s Fire on their foes. A Lord may use Hell’s Fire a number of times per day equal to the Lord’s
selected mental modifier (see Diabolical Empowerment for details) + 3, dealing a number of points of damage equal to 1d12 points multiplied by the Lord’s selected modifier + 3. Similar to a god’s divine blast, this line of diabolical energy is 10 feet wide, with a range of 100 feet per the Lord’s selected modifier; victims caught in the line may attempt a Reflex save DC 10 + ½ the Lord’s HD + selected modifier. As with all of a Lord of the Nine’s special attacks, the save DC also benefits from the Diabolical Prowess special ability granted by the arch-devil template; thus the final save DC is increased by an additional +9. Hell’s Fire’s appearance differs from Lord to Lord; Mephistopheles’ Hell’s Fire appears as shards of ice while Lilith’s seems like torrents of rotten flesh and blood. The damage and range of a Lord’s Hell’s Fire is listed in its description. Hell’s Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Hell’s Fire; divine shields always absorb the maximum possible damage (and often collapse after doing so). Infernal Nobility (Ex): Although not gods, the fact that each Lord of the Nine rules an entire layer of Hell affords them a grotesque amount of power. All possess cosmic ranks. Furthermore, while on its layer, each Lord functions as an even more powerful being, having abilities that give the true deities of Hell pause. Each Lord adds +3 to its cosmic rank while in its own layer, increasing its ability to control and manipulate its layers as described in Appendix C of The Gates of Hell. Perhaps most frightening about a Lord’s command over its layer is the fact that it has no upper limit with regard to range. Only the realms of gods are resistant to the power of the Lord; in order to affect a divine realm on Hell, the Lord must be physically within the realm and then affects it as a cosmic entity of its cosmic ranks +3. Hellish deities do not gain the usual +8 bonus on opposed rank checks in these circumstances (refer to Appendix C for more information on Godly Realms). Only Asmodeus has the power to supercede a Lord’s ability to manipulate his or her assigned layer, not to mention the ability to strip the Lord of his or her power altogether. Locked Within the Gates: A Lord of the Nine cannot travel into the Prime Material Plane by “traditional means.” Thus, the Lord cannot use nor take advantage of spells like planeshift or gate to travel between the Realities. Only powerful magicks, like circle of the Nine Pits, grants a Lord of the Nine the ability to enter the Prime. Interestingly, if a Lord is given certain magic items, such as an amulet of the planes, by a mortal, he can use it to travel to the mortal coil once a year for up to nine days; while the mortal must be willing, he cannot be a sworn servant or worshipper of the Lord of the Nine. Lord of the Nine: A Lord of the Nine is immune to fire and poison; he also possesses resistance to acid 40 and cold 40. The Lord can see perfectly in darkness of any kind, even that created by a deeper darkness spell. He possesses telepathy 1,000 ft. The Lord can sense anything within one mile around the mentioning of his name, title(s), or an item of importance to him for up to one hour after the event. This power is barred from the other layers of Hell and from the realms of beings with divine ranks or cosmic ranks greater than the Lord’s. The Lord can understand, read, write, and speak all languages. Finally, the Lord possesses a divine rank 0. Among other things, this grants him immunity to poly-
morphing, petrification, or any other attack that alters his form. The Lord is not subject to energy drain, ability drain, or ability damage; he is also immune to mindaffecting effects. The Lord is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for the Lord to die is through special circumstances. The Might of Hell (Su): So terrible is the presence of a Lord of the Nine that it may corrupt an entire area with but a thought. Thrice per day as a free action, a Lord of the Nine may unhallow an area equal to 30 feet per hit die. The Lord can determine which spell to attach to the unhallow as listed in the Player’s Handbook. The duration and all associated effects of the unhallow and adjoined spell are based upon the Lord’s spell-like ability caster level. Although the Lord of the Nine detests the forces of righteousness, he also fears them. As a result, the Lord find it difficult to enter any hallowed site. A Lord of the Nine attempting to enter a hallowed site must make a rank check against the god (if the deity’s rank is unknown, assume the highest possible numeric value of its divine strata); a Lord cannot use its spell resistance to overcome this effect. If the Lord succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a Lord breaches holy ground, the god in question is immediately alerted to the devil’s presence and will often (DM’s discretion) arrive in person to deal with the intrusion. Regeneration (Ex): The Lord of the Nine is fully susceptible to attacks made by anarchic, epic, good, and silver weapons, and by spells or effects with the [Good] descriptor. Spell-like Abilities or Psionics: A Lord of the Nine retains the spell-like abilities and/or psionic powers of the base creature. The caster level for such abilities is always the Lord’s racial HD + ½ spellcasting/psionics manifesting class levels + 9. Ascended mortals cast as 50th level sorcerers; additionally, for every spellcasting/ psionics manifesting class level over 41st level, there is a 50% chance that the mortal will gain a one level increase in their spell-like ability caster level. Lords gain the following spell-like abilities: at will: animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, symbol of pain, unhallow, unholy aura, wall of fire. 9/ day: destruction, firestorm, greater restoration, meteor swarm, true resurrection. 6/day: accursed, hellball, oppress, tyranny. 3/day: wish. If the base creature already had access to a listed spell, it does not gain the ability to cast the spell multiple times. That is, a malefircarim ascended into the ranks of the Lords will not be able to cast hellball seven times a day. In addition, each Lord chooses one domain over which s/he has authority. The Lord may cast all domain spells listed nine times a day. The Lord also gains the benefit of the domain power (as a cleric of their spelllike ability caster level). Abilities: The Lord of the Nine may apply up to a total of 9 points to his ability scores, scattering as necessary to meet his new responsibilities in Hell. He is under no obligation to use these points. The Lord of the Nine
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may also “swap” existing ability scores on a two for one basis; i.e. the Lord of the Nine could exchange 2 points of Strength for 1 point of Intelligence. These bonuses stack with those gained by the Duke of Hell template or the arch-devil template. Feats: The Lord typically retains any existing feats of the base creature, although at times the Lord will “swap” one feat for another so long as the Lord meets the prerequisites for the new feat. All Lords gain the Corrupt Spelllike Ability and Dark Speech feats listed in the Book of Vile Darkness as virtual feats. Class Levels: The Lord may acquire class levels. Most Lords of the Nine have at least 25 class levels suited to their desires and duties. Bael, for example, who controls the largest armies in defending Hell from outsiders, is a fighter, while the crafty Dispater is a powerful seer. This class level acquisition assumes that the Lord attained power and experience above and beyond those of his peers during the time before his ascendancy. In some cases, some of the classes may seem incompatible due to alignment concerns; however, the Lord likely attained such levels prior to become Lawful, Evil, or both. While level advancement does not provide size increase adjustments, the Lord gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rule Books, for level acquisition guidelines. In the distant past, when Tiamat was a Lord of the Nine, she did not possess any class levels; thus, it is possible that gaining class levels is not a requirement. Challenge Rating: +9 + ½ class levels. (Note that a creature that has benefited from the Duke of Hell and arch-devil templates beforehand does not add each challenge rating to the final creature; in the case of these templates they largely overlap, and so too does the Challenge Rating). Treasure: Quintuple standard base creature's. Alignment: Always Lawful evil Advancement: By class progression Infernal Arms: The Lords of the Nine all have signature items that serve as symbols of their station and authority over all that is diabolical. The weapons and magic items used by the Lords are true artifacts in every sense of the word. While some were crafted by the Lord in question or by a powerful subordinate, some of the weapons were created by Asmodeus himself. Although each signature item is unique to each Lord, these infernal arms all maintain a number of similarities. Touching a living Lord's signature item without his permission can bring grave woe to one so foolish. Any being with fewer divine ranks or cosmic ranks than the Lord must make a Fortitude save (DC based upon the Lord) or be instantly killed. The victim’s soul is instantly transported either to the Lord’s demesne in Hell into the weapon itself (in the latter case, the signature item’s description will stipulate). Souls so taken cannot be retrieved save by a god or cosmic entity bearing the Life and Death salient divine ability (or something similar). The cosmic or divine being must possess a divine or cosmic rank at least equal to the Lord in question to make the attempt. This can only occur once every nine years and the cosmic or divine being must succeed at a rank check against the Lord. Should the being touching the Lord’s weapon survive the death assault, the victim must still make a Will save or else be permanently controlled by the Lord as though
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under the influence of a dominate monster spell. A Lord has no upward limit to the number of thralls in this manner, although traditional means may be undertaken to dispel the compulsion. If the interloper survives the death effect and overcomes the domination, he suffers from the following curses. First, the victim suffers nine negative levels while holding the signature item. This cannot be dispelled or removed under any circumstances save by the will of the owner (or Asmodeus). Second, every day the victim suffers 9 points of damage. This damage cannot be healed as the victim finds that he slowly rots away from the profound evil of the item. Finally, every nine days, the victim must make another set of saves as described above (against death and dominate monster). This assumes that the signature item has been in the thief’s possession for that length of time, although not necessarily carried. If the victim bequeaths the weapon to another who accepts knowing the nature of the item, not only does the new wielder suffer the entire list of adverse effects and curses, but the initial thief continues to suffer as before. If the thief gives the weapon to another ignorant of its power or else abandons the weapon, the thief no longer accrues more damage, but does not regain lost hit points or negative levels. Only by returning the item to the Lord (or to the Lord’s appointed surrogate) can the thief be restored. It is unclear if the Lords have the means to track their own weapons if they are stolen, although each Lord can instantly call his or her infernal arms as a free action at will so long as it has not been stolen (that is, taken without the Lord’s permission). However, one thing is for certain: if Asmodeus decides that he wishes for another to have a Lord’s signature item, none of these curses or adverse effects occur.
BAEL, Lord of the First The man finished sketching out the infernal triangle on the floor in the blood of the wife he had just killed. He sprinkled powdered bone into the proper symbols of violence, painstakingly crafting each one. It was not good enough to get just the shape correct; bits of his own hatred needed to reside within each sigil, giving the necessary energy with which to complete the act. King Orbora dwelled on what led him to this juncture as he finished the final symbols. He was a master of warfare. His armies had thrown a huge chunk of Linscend into turmoil. He had incited hatred within his people's hearts and fear within the rest of the continentrealm’s souls. He ordered absolute conformity. Those who did not meet the new standards were executed. Entire cultures no longer existed thanks to his pogroms. He allowed nothing to stand in the way of his goals. In short, King Orbora had done as he was instructed. The Bloody King (a title he knew referred to him and enjoyed, although he had killed all brave enough to use the term in the wrong place) donned his finest military dress. At the center of the massive triangle, he placed his army's standard and the greatest suit of armor he had taken from a deceased rival. He sprinkled the items with the blood of a unicorn then set the collection ablaze. He then bowed low, touching his forehead to the ground. The flames burned fiercely, supernaturally, for unicorn blood was not combustible. The heat was unbearable. He spoke the words he had used eight times before. Orbora
was pleased that he did not know precisely what they meant. He suspected that such knowledge would have killed him instantly. He should have known something was amiss, but his need overcame his caution. The flames roared from the center of the symbol to consume the powdered bone sigils. Orbora gasped as tongues of fire licked his hair, setting it aflame. Tears welled in his eyes but he dared not wipe them away lest it spoil the incantation. Of course, he never considered that the aggressive flames were a sign of what approached. Just as the conflagration threatened to turn the sanctum into a pyre, Orbora felt the arrival of his lord. Rather than ease his suffering, the presence of his master only intensified it. Although his hair stopped burning, he felt fear so fierce it threatened to stop his heart. He trembled, but dared not speak until so ordered. “Arise, slave, and behold my glory,” the deep voice he heard with his head rather than his ears commanded. Quaking, the Bloody King obeyed. Although the stone sanctum’s ceiling was only 10 feet high, the creature that loomed before him was at least 18 feet tall and dark wings scraped the corners of the 30 foot wide room. Wrapped in marching flames, its red form was partially concealed by suffocating black smoke. It reminded him of the gargoyles that perched along the parapets of his castle, although this was a real monster despite its lack of substance. Of the spiked head concealed by an impenetrable darkness all Orbora could see were a pair of eyes. Like lightning, they glowed and flashed as they struck his soul. Orbora felt as though he was sweating blood as he faced The Warlord Bael, Lord of the First Perdition of Hell. “You have called to me, slave. What aid do you beg of me?” Licking his lips, the king began carefully. It would not do to offend for he would be destroyed before he could stammer out an apology. “My lord, you have granted me much. I am but a lowly worm, not fit to beg you for a single favor...” “The point, worm. Get to it.” The Lord of the First’s thunderous voice, that terrible projection that sounded in the emptiness of Orbora’s soul but refused to echo, readily conveyed the irritation that Bael felt at the fawning of his servant. Taking a deep breath, Orbora prattled on. “My lord and master, if you could but tell me why, with all that you have given me, we seem to be . . . losing, I would be . . . satisfied.” He winced at the harshness of his words and wished again that his language was as eloquent as that of his master. Surely this request would not have sounded so offensive in the Infernal tongue. Bael snarled as he made his reply. “You would dare question me, you who has no knowledge? Gird up your loins like a man, for I will question you, and you will answer me. “Did I not give unto you weapons beyond those of your fellow man?” Panicked, the king replied, “Yes my Master. His Grace, the mighty Malphas, fashioned me items of incredible power and destruction.” “And did I not bestow upon your forces cohesion and fighting skill beyond that of your enemy?” “My army is reckoned to be the finest in Linscend, my Master. The counsel of His Grace Duke Abigor has become law within the chain of command.” “And did I not command you to exterminate the peo-
ple who would have stood in your path to greatness?” “My Master, I force what remains of those people to work my mines, to slave away toward their own destruction. They curse my name daily.” Bael's countenance grew darker at this. “Then they still live?” “Yes, my lord,” Orbora stammered, “but not what you could call living . . . They are dead but in name only. I have done your bidding.” Bael strode forward, a crackle of energy flashing as he penetrated the impotent barriers of the summoning circle. His huge taloned hand snatched the man by his chest, lifting him so that they were face to face. Orbora shrieked as he felt his face melt under the heat of his master’s presence. He could smell his flesh cooking. The hair in his nostrils withered and fell out from the assault of ordure and heat. Bael’s projection was a roar. “My bidding? I do not bid you! I command you! I commanded the extermination of those people! I commanded that this conflict give me the glory! What do they call this war? Do they scream my name in triumph or defeat? Do they name the rivers of blood that flow after me or my court? No! They name you its instigator! The people name you their “master!” The land howls curses to your name! The terrified masses quake in fear of you! And what are you? Nothing!” Orbora babbled feebly, painfully as Bael shook him as an abusive child would a small, mangy dog. It availed him naught. He had failed. He had been handed the tools of destruction and he had failed to use them properly. He had not followed his master's dicta. Bael flung the man against his sanctum's wall. His crumpled body landed on top the woman whose blood had summoned the great warlord. Barely alive from burns and the impact with the stone edifice, the man struggled to rise. His gaze locked with that of his dread master's. Bael spoke but nine words. “You have failed me, worm. Your soul is mine.” A single digit of that clawed hand dug deep into the man's skull. Orbora had never experienced pain so pure or so swift. He screamed a hundred days if he screamed a minute. His body went rigid as his bones locked and his bowels tightened. Then, he looked down and saw his burnt husk and realized that he – what remained of him – was hanging like a thread from Bael’s talon. The Lord of the First held the struggling spirit with the strength that had doomed demons and damned alike. As pit fiends and cornugons swept from the open portal with legions of lesser devils, Bael returned to Hell, dragging King Orbora’s screaming soul with him. The Warlord of Avernus Fighter 30 Huge Outsider (Devil, Evil, Extraplanar, Lawful) Symbol: A blood red silhouette of a pit fiend surrounded by orange flames on a black, inverted triangle. Cosmic Rank: 9 (12 in Avernus) Hit Dice: 40d8 + 30d10 + 840 (1460 hp) Initiative: +15 (+7 Dex, +8 Superior Initiative) Speed: 90 ft., fly 200 ft. (perfect) Armor Class: 69 (-2 size, +9 armor, +10 deflection, +7 Dexterity, +26 natural, +9 profane), touch 34, flatfooted 62 Base Attack/Grapple: +55/+85
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Attack: Abyssbane + 85 melee (4d6 + 47 + 3d6 (hellfire) 17-20/x3 +9d6 (hellfire) and death (Fortitude DC 67); or claw + 75 melee (3d8 + 22 + 1 vile 19-20/x2) Full Attack: Abyssbane +85/+80/+75/+70 melee (4d6 + 47 + 3d6 (hellfire) 17-20/x3 +9d6 (hellfire) and death (Fortitude DC 67); or 2 claws +75 melee (3d8 + 22 + 1 vile /19-20) and 2 wings +73 melee (3d6 + 11 + 1 vile) and bite +73 melee (6d6 + 11 + 1 vile plus poison and disease) and tail slap +73 melee (3d8 + 11 + 1 vile) Space/Reach: 15 ft. /15 ft. Special Attacks: Aura of Hell, call devils, constrict 3d8 + 44, Hell’s Fire, improved grab, Might of Hell, spelllike abilities, Genocidal Strike, Fires of Avernus Special Qualities: Damage reduction 40/anarchic, epic, good and silver, Dark General of Avernus, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, immunity to fire and poison, Infernal Nobility, Infernal Strategist, Lord of the Nine, Master of the Infernal Gates, regeneration 24, resistance to acid 40 and cold 40, see in darkness, spell resistance 68, telepathy 1,000 ft. Saves: Fort +49, Ref +44, Will +50 Abilities: Str 55, Dex 25, Con 35, Int 28, Wis 32, Cha 31 Skills: Appraise +9 (armor +13, metal work +13, weapons +13), Balance +11, Bluff +72, Climb +73, Concentration +43, Craft (blacksmithing) +34, Craft (armorsmithing) +34, Craft (weaponsmithing) +34, Diplomacy +84 (+90 with evil creatures), Disguise +41 (+47 when acting in character), Gather Information +16, Handle Animal +37, Heal +26, Hide +30, Intimidate +93 (+99 against evil creatures), Jump +67, Knowledge (arcana) +34, Knowledge (architecture and engineering) +19, Knowledge (history) +41, Knowledge (local [the Nine Hells of Perdition]) +19, Knowledge (nature) +13, Knowledge (the planes) +42, Knowledge (religion) +34, Listen +40, Move Silently +28, Perform (oratory) +14, Ride +39, Search +40 (+42 for secret doors), Sense Motive +38, Spellcraft +38, Spot +54, Survival +54 (+56 following tracks, +58 when on another plane), Tumble +40 Feats: Awesome Blow, Cleave, Combat Brute, Combat Expertise, Combat Reflexes, Corrupt Spell-like AbilityB, Dark SpeechB, Flyby Attack, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bullrush, Improved Combat Expertise, Improved Critical (claws) Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Leadership, Multiattack, Negotiator, Power Attack, Quick Draw, Quicken Spell-like Ability (deeper darkness), Quicken Spell-like Ability (fireball), Quicken Spell-like Ability (greater teleport), Vile Natural Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword) Epic Feats: Devastating Critical (greatsword), Dire Charge, Epic Evil BrandB, Epic Leadership, Epic Reputation, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Overwhelming Critical (greatsword), Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Spellcasting Harrier, Superior Initiative Environment: The Bronze Citadel, Avernus, First of the Nine Hells of Perdition Organization: Unique (Solitary) or battalion (Bael, 2 - 8 squamugon, and 1 Duke of Hell) Challenge Rating: 56
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Treasure: Abyssbane, +9 kilt of armor and moderate fortification, quintuple standard Alignment: Lawful Evil War is Hell. Many would claim the statement to be a cliché unworthy of being printed in any serious text. However, on occasion, the simplest statements are the most accurate. War has always been and will always be a blight upon Creation. There is little doubt that in a Cosmos in which there are all manner of monsters, mortal and immortal alike, seeking to bring woe, injustice, and torment to others that, in the face of such evil, the need and will to overcome such vileness is a must. It is for this reason that there have and will continue to be righteous gods and cosmic entities that hold war as their totem. Most war gods dedicated to holiness do not find war as their first resort or as their primary concern. Such divine beings see war as the final answer while they seek to spread wisdom, mercy, freedom, or justice in order to avoid unleashing the misery of war upon their faithful and the innocent. Although honor can be found in battle, good-aligned war gods know that honor and true courage can be discovered in even greater degree through peace. Still, these paragons of righteous combat remain vigilant for those who would ignore diplomacy, who would spit upon peace. They are ready and willing to make the difficult choice for war when no other option is available. In the Depths Below, a completely different attitude is held with regards to war. It is in the Depths Below that the greatest war the Cosmos has ever seen has raged for as long as most gods and cosmic entities have existed. This conflict, the Blood War, is the war to define the face of Evil for all Creation. Theories abound related to the whys and hows of the Blood War, but all agree that this single, eternal event has affected existence across the Cosmos. For the devils of the Pit, the Blood War is an act of wisdom, an event to articulate the cause and will of Evil, for in Hell Evil must have meaning, even if that meaning is an illusion. With logical precision, patience, and well-planned tactics, the Legions of Hell have sought to define the nature of Evil as they commit to battle against the hordes of The Abyss. Some would go as far as to argue that for a devil, everything done is for the cause of the Blood War. It is unsurprising then, that the devils as a whole have been more committed to the Blood War than either demons or even daemons. The War unifies the vying diabolical factions under a common goal that receives support from the highest echelons of Perdition. An entire component of diabolical society, the infamous Dark Ministry, is dedicated to the Blood War and Asmodeus himself meets with them regularly. However, there is one other Lord who is even more concerned with the end result of the Blood War than The Overlord of Hell: Bael, the Warlord of Avernus. Throughout the Depths Below, and particularly within the ranks of demons involved in Blood War, Bael is one of the most visible of the Lords of the Nine. Of all the Lords, he is the only one who has not only taken a vested interest in the Blood War, but has personally fought in pitched battles against demons and daemon mercenaries. His infamy was well established long before he became a Lord-Regent. Bael’s name was known in the highest reaches of Heaven and throughout the divine realms. He served as a loyal retainer to previous Lords Tiamat and Astarte. He received more honors for his bravery and
successes in the field than any other general in Hell. And yet, all of this recognition was no more than a steppingstone for Bael for he always sought more than just fame. Bael wished to have the necessary power to not just defeat demons, but to wipe them and all those that share their destructive, chaotic ways from the face of the Cosmos. Bael wants to cleanse the Depths Below of the Chaotic Evil before focusing his attention on systematically eradicating all other obstacles to the hegemony of Hell. Bael’s origins are little known to those beyond Hell and even within Perdition, Bael’s background is obscure. Before his ascendancy in Avernus, Bael’s name was associated with Minauros. Bael’s supposed connection with the Perdition known for its obsession with wealth and the corruption of the soul through monetary gain is largely discounted by most contemporary observers of diabolical history. After all, there seems to be little to no affiliation with war and wealth that most can see at least as how it relates to Hell. Most of the longer-lived beings in the Cosmos know that before there was ever a known devil called Bael that there were a number of deities that were recognized by the same name or title, “Baal” or “Bael” during the Days of Antiquity. Supposedly meaning “lord” or perhaps “god” in some lost language, many of these deities were – if not exactly benign – not evil. Why and how a devil came to adopt such a well-known name during the Days of Antiquity is as unclear as how this name became identified with Minauros. Many suspect that The Overlord himself is responsible for this confusion. There are quite a few devils (and quite a few demons and daemons as well) that have taken names similar, if not identical, to those of gods or other cosmic entities. Some suspect that this “confusion” serves the cause of Hell as Dukes or arch-devils may be inadvertently summoned to the mortal coil rather than the proper god or divine servant. In any event, Bael’s name and his possible connections with Minauros and other gods is as mysterious as his history prior to rising to pit fiend status. At some point during the so-called “Classic Perdition,” Bael was no longer mentioned in the context of Minaruos, and instead found solely in Avernus. Once Bael was located in Avernus, his nature seemed to take on that warlike countenance so prominent in the layer. Millenia before the founding of the Dark Ministry, Bael appeared, fighting side by side with the likes of Dagos, Srelial, and Alusiel. Mention of him in the Infernal Charge of Abigor has been found as well. Wherever bloody conflict occurs in Hell's history, one can dig deeper to find Bael involved. Well into Astarte's rule of Avernus, Bael begins to take on a greater role in Hell's politics. It would be during the rule of Astarte that Bael would under take his most infamous ploy, the legendary Four Cross. Told in greater detail in the apocryphal text, Hellbound: The Blood War (in the volume popularly called the Dark of the War), the Four Cross was orchestrated by Bael to weed out powerful, but inept pit fiends; it also earned him a terrible foe in the fallen angel, Balam, whose demonic armies were among those that Bael would decimate at the end of his long plot. It is known that he had the tacit support of Astarte who had determined that her status in Hell was dependant upon her station as defender of the First Perdition. Bael’s success not only eliminated pit fiends who were detrimental to Hell as a whole and strengthened Avernus (and Astarte),
it also marked Bael as the most gifted, brilliant warrior this side of Dagos in Hell; indeed, some claimed that Bael was the greater of the two. If Dagos took issue with this, there was little he could do for Bael had won the support of not just Astarte but Asmodeus himself who honored him by placing him within the court of Avernus. Bael would continue to serve Astarte well for centuries to come, leading gargantuan armies – even by Hell’s standards – into pitched battles against countless demonic and daemonic forces and always returning victorious. So great was Bael’s success that Astarte believed that she would be in a prime position to eventually topple other Perditions, even Dis. Astarte never had any reason to suspect Bael as she believed him incapable of questioning, much less threatening, her station. Over time, she gave him significant power not only over common devils but also within her court and among the Dukes. This trust, this belief in Bael’s loyalty would prove her undoing. At what point Bael determined that he could overthrow Astarte is unclear, although most suspect that the decision was made shortly before or perhaps during the Dies Irae. It was Bael who led the armies into Dis that officially started the Days of Wrath, but it would be end of the Dies Irae that gave Bael the opportunity he needed. Bael was alone among the pit fiends during the Dies Irae, in that he did not turn against his sitting Lord. Instead, he fought most fiercely to defend her, slaying those who would try to bring harm to her. Fearlessly, he slew her oppressors by the hundreds. Back to back, Lord and vassal fended off all challengers. It was a concentrated effort by Dagos and Cantrum, on top of the bodies of scores of dead fiends, that finally brought the pair down. It was in this defeat that opened Bael's eyes. He saw with clarity that not even the Lords of the Nine (save Asmodeus) were omnipotent and that they were prone to mistakes. Astarte had made a tremendous error in her tactics by trusting Bael and this was a weakness to be exploited. Although Astarte was given back her station, Bael knew he now was viewed as the single most important devil in Avernus. Even more importantly, his stand against his fellow devils proved his loyalty far better than he could have ever dreamed. Bael found himself in the Denomination of Strategy after the reorganization of the pit fiends. He was made a 3rd circle general and placed within the Infantry. His successes there propelled him through the ranks despite his "betrayal" and in no time at all, he was the 7th circle general in charge of the Infantry. Using his ties to both the court of Avernus and the Legions of Hell, Bael formulated a master plan. Together with Dagos, Bael led a coup that resulted in an imprisoned Fallen angel, a new Minister of Strategy and a new Lord of the First. How Bael imprisoned Astarte continues to be unknown. It is known that with offensive ease that he rallied almost all of the Dukes of Avernus and the armies of the First under his banner before somehow sealing Astarte deep within the Bronze Citadel. Many doubt that Bael accomplished the coup on his own. Some believe that Bael benefited from the philosophy of a faction known as the Sign of One, or Signers, who believe that they are the center of the universe and the dictators of their own achievements and power. Bael simply came to believe in his own success, his own value, and found himself with the power of a Lord of Hell. Most, how-
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ever, scoff at this notion and are convinced that Asmodeus himself played a role in Bael’s success. These point to the fact that is was Asmodeus who named Bael to Astarte’s court and that Asmodeus was well aware of the Four Cross and Bael’s other success as well. Asmodeus was also less than pleased with Astarte’s trusting nature, viewing it as a pathetic weakness with no place in Hell. While Bael was loyal, he was only loyal to the cause of Hell and the perpetuation of Hell across the Cosmos, not to Astarte. The former Lord was deposed with Asmodeus’ blessing. Still, Asmodeus knew that Bael would continue to be occupied with the Blood War, so much so that he would never have a chance to turn his attention to Dis, much less the rest of Hell. Furthermore, by keeping Astarte alive and allowing her to retain elements of her cosmic power, Bael would not reach the pinnacle of diabolical power as a new Lord. With one move, Asmodeus eliminated any threats to his plans with Bael’s ascendancy. Unlike the previous Lords of the First, Bael is wholly and totally dedicated to war. Although demons are his current and most persistent focus, Bael believes that all that would stand against Hell need to be annihilated. Bael does not believe in diplomacy or peace; as far as he is concerned, words are just weapons of a different sort and should be used to eliminate obstacles until physical combat and the death of an enemy can be accomplished. Peace is for the weak and the unworthy. There is no compromise; compromise reveals little more strength than peace and is for those without the strength of conviction of their position. War, to Bael, is as much an end as a means. Conflict is a tempering agent, a source that fuels success, strength, and power; however, it is not and cannot be a matter of promoting chaos. Conflict must have a direction and a reason. If a reason does not exist, a logical one must be created. War requires eternal preparation, eternal vigilance, and the eternal ability to lay low and obliterate the weak, the unworthy, the stupid, and those that stand against the will of Hell. War is meaning and meaning is War as far as Bael is concerned. In Hell, Bael has found himself in an interesting predicament. On the one hand, he is perceived very highly by common devils and retains strong ties with the Dark Ministry. Although he is significantly more powerful than his former masters, Bael continues to value their support, knowing that through them he will always have more than enough troops. However, Bael is slowly and methodically taking more and more authority from the Ministers. So far, only Furcas has noticed this and only recently; the Minister of Mortal Relations believes he has little reason to fear this power grab as he doubts that Asmodeus wants the power of Hell’s Legions under the banner of one Lord. However, when one turns to the nobles of Hell, the situation is not as simple. While many Courtiers of Perdition respect Bael’s accomplishments, few trust or admire him openly. He is viewed as common trash by most. Dispater, his neighbor, views him as a lucky simpleton and generally ignores Bael’s overtures for an alliance; the Iron Duke refers to him as the Pretender, a nickname that has reached the lips of all throughout Hell. Likewise, both Beelzebub and Mephistopheles have rebuffed Bael’s offers of friendship, knowing full well how crafty this former pit fiend can be. The animosity between Bael and the Prince of Hell, Lixer, is legendary and on more than one occasion, Bael has considered putting the Prince in his place regardless of Asmodeus’ guaranteed retaliation. However, these
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historic relationships seem to be thawing. The Order of the Lie knows that both Beelzebub and Mephistopheles have sent secret couriers to Bael to test the Lord of the First’s dedication to an alliance. It is largely believed that Bael, being a true devil and responsible for overthrowing a Fallen, will eventually join up with Mephistopheles and Dispater. Beyond the nobility of Hell, Bael has plenty of allies in Perdition, chief among them the Queen of Dragons, Tiamat. At some point, many millennia ago, Bael pleased Tiamat enough to gain the promise of five favors of any kind. To date, Bael has used two of these favors to great gain. Other gods that call Hell home, like Druaga, also perceive Bael as an ally largely because they view him as more tractable than the older Lords. So far, none of these fools have learned that everything they do is reported to Asmodeus. Across the Cosmos, Bael is either hated or feared as all know that he wishes to systematically destroy them. Still, he has some powerful foes. Virtually every demon lord and demon prince with a vested interest in the Blood War would like few things more than to kill Bael. One of his greatest foes is the former fallen angel and now demon prince, Balam, who suffered a great loss of face during the climax of Bael’s Four Cross. For his part, Bael looks forward to facing and defeating these foes. Unfortunately for the Warlord of Avernus, as he has slowly grown more established in his role as Lord of the First, Bael has found fewer and fewer opportunities to enter the field, so his chance to cross swords anytime soon appears unlikely. Until recently, Bael appeared as a tremendously huge pit fiend wearing elaborate bracers, often astride a gargantuan nightmare, wielding his huge sword, Abyssbane. In the past few decades, as the mantle of Lordship has settled on him, Bael’s physical appearance has changed. Although he still bears the general build of a pit fiend, Bael’s head is far more humanoid in appearance with the ears, eyes, and teeth of a great cat, the flesh the color of a rust-colored toad, and great bull-like horns that curve up from his temples. He favors baroque attire and sports elaborate armored kilts. Bael’s voice is a brooding croak that can often be heard across miles on any field and the very ground beneath him bubbles and gurgles with magma if he stays in place for too long. When excited or angered, a nimbus of brimstone and heated air surrounds his body.
Combat Bael is always eager for a fight. However, he never rushes into combat and prefers to spend at least three rounds observing foes in order to take advantage of his Infernal Strategist power. If possible, Bael will also use this time to grant all allies within the sound of his voice bonuses to their martial skills. Once Bael is satisfied that he understands what it is he is up against, he eagerly wades into battle. With his Aura of Hell activated to cause his opponents to cower, Bael will begin his offensive with Fires of Avernus, typically targeting a spellcaster, preferably a cleric. Then, he will blast as many opponents as possible with Hell’s Fire. Bael will then charge into melee, targeting combatants who appear physically powerful, seeking to obliterate them with his Genocidal Strike. Rarely does Bael bother with his spell-like abilities, believing (accurately) that few can withstand his physical power in
melee combat. Bael makes extensive use of his combat feats in melee. He usually takes an initial penalty of -20 on attack rolls with Power Attack, giving him 40 additional points of damage with Abyssbane and +20 with his natural attacks. As a general rule, Bael increases the penalty on his Power Attack by -5 every round until his final attack begins to miss. He is no fool though, shifting his attacks as the battle progresses, increasing the penalty against easy to hit foes and dropping it against difficult ones. Often he will use his natural attacks in conjunction with a full attack with Abyssbane. He can use his bite, wings, and tail attacks when full attacking with his sword. In a full attack action, Bael uses the fourth attack with Abyssbane to attempt to sunder. While this is generally directed at the main weapon of a melee foe, he is not above targeting obvious magical gear. He uses his wing attacks to attempt to trip his foes; if either is successful he immediately follows up with a damaging attack thanks to his Improved Trip feat. If Bael begins suffering more than three physical attacks in a round, he will increase his armor class with Improved Combat Expertise. He initially increases it by 10 and then by 5 each round until he is no longer suffering three attacks a round. If he is increasing his armor class with Improved Combat Expertise, Bael does not increase his penalty from Power Attack, and may decrease it if the combined penalties cause him to begin missing as described above. Should Bael increase his penalty with Combat Expertise to the point where his third attack is missing and he is still getting hit, he drops his defense with this feat immediately, shifting it to Power Attack and focusing all his power and attacks on the nearest foe that is hitting him. Bael uses Awesome Blow when surrounded by more than three foes. If surrounded by more than six foes that are not falling to either Awesome Blow or Genocidal Strike, Bael uses his blade barrier and wall of fire spelllike abilities centered on his person. If reduced to 700 hp or less, Bael will teleport a short distance away, call devils to interpose themselves between him and his foes, and use improved invisibility, divine power, and unholy aura. After dropping down several quickened deeper darkness effects, he will then resume melee combat, using the same tactics as before. Aura of Hell (Ex): Bael’s Aura of Hell can affect all creatures within 900 feet of him, with a Will save DC 50 allowed to negate the effects. Call Devils (Sp): As a move equivalent action, Bael can call devils. Nine times per day, Bael may call a Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Of all the Lords of the Nine, Bael is the most likely to single-handedly fight intruders, enemies, and any other being that attracts his attention—particularly demons. However, Bael is no fool and will always call a squad of red squamugon to observe such fights. As soon as matters appear to turn against Bael, these squamugon are expected to summon additional reinforcements while Bael calls in a few cornugons. Only if sorely opposed or gravely wounded will Bael call gelugons or pit fiends before retreating for safer territory to recuperate. Constrict (Ex): Bael deals 3d8 + 44 points of damage with a successful grapple check. Dark General of Avernus (Su): Bael is the epitome
of the tyrannical military leader, and, as the Dark General of Avernus, he gains a number of abilities that augment both his and his army's capabilities. All allies within line of sight to Bael are immune to fear effects. Nine times per day, the Warlord of Avernus can issue a warcry as a free action. All allies within 900 feet of him are stirred by the call, gaining a +8 morale bonus to Strength and Constitution, and a +4 morale bonus on Will saves. Finally, Bael is capable of reforging those who seek his aid in his image. To those he deems worthy, he may alter some or all of their class levels to the dark marshal of Bael prestige class. They immediately lose all of their former class's abilities and replace them with those of the dark marshal. Bael is capable of ignoring any and all of the prerequisites for the class when he reforges them, however he is unlikely to accept anyone not of a Lawful Evil alignment, or who does not possess the Devotee of Darkness feat. Diabolical Empowerment: Bael uses his Wisdom modifier instead of his Charisma modifier when determining the power of special attacks and special qualities. Disease (Su): A creature struck by Bael’s bite attack must succeed on a DC 51 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Str). Fires of Avernus (Su): At will, Bael can cause the ground of Avernus to erupt in flames. The blast originates at any point Bael is capable of viewing (including remote means) and has a 60 foot radius. The blast deals 25d6 fire and bludgeoning damage and flings those struck 200 feet into the air. A Reflex save DC 50 negates the fling effect; there is no save against the damage. Those flung lose their next turn while in the air, and fall to the ground back in their original square on Bael's next turn; fallen victims suffer the appropriate falling damage and are considered prone. Those within 120 ft of the original blast at this time must make a Reflex save DC 50 or take 20d6 bludgeoning damage and 10d6 fire damage from the falling rock and magma. Opposed rank checks apply to affect deities or cosmic entities with the fling effect. Genocidal Strike (Ex): Bael's wrath can consume entire races as he wages a devastating conflict across the planes to reveal diabolical superiority. 9/day, he may channel this anger into his attacks. Bael chooses a creature type and for the next three rounds his attacks carry the power of complete destruction. The appropriate creature struck by Bael's attacks must make a Fortitude save DC 50. Succeed merely results in an additional 10d6 points of damage. The body of any creature that fails its save or dies from the additional damage explodes, killing the creature instantly and dealing the creature’s HD in d6 damage in a radius of the creature’s space x 6 feet. Bael is immune to this damage. Interestingly enough, Bael need not select a subtype of humanoids or outsiders, but he must select an alignment if he chooses to Genocidal Strike creatures from either of these types. Opposed rank checks apply to affect deities or cosmic entities with the death effect. Hell’s Fire (Su): Bael may use Hell’s Fire 14/day, dealing 14d12 points of diabolical damage in a line 10 feet wide and 1400 feet long (Ref save DC 50 for half damage). Bael’s Hell’s Fire appears like a blast of red and orange flames that detonate with a thunderous explosion, causing an additional 6d12 points of sonic and
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6d12 points of fire damage to all within 10 feet of the impact. Improved Grab (Ex): To use this ability, Bael must hit with his tail slap 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, Bael establishes a hold and can constrict. Infernal Nobility (Ex): As the Lord of the First, Bael has a status equivalent to that of the gods. Bael possesses a cosmic rank of 9. While in Avernus (and anywhere else on Hell that Asmodeus allows), Bael functions as an Intermediate god with a cosmic rank of 12. Infernal Strategist (Ex): Bael’s legendary leadership skill bolsters his servants and terrifies his foes. As an Infernal Strategist, Bael recognizes no equal when it comes to military strategy and tactics. Bael enjoys speaking to his troops, bolstering their courage and dedication in the cause of war. As a full round action, Bael may give a rousing speech to his troops instructing them how to overcome even the most impossible odds. All beings allied to Bael who hear his speech receive a +9 circumstance bonus to their armor class, attacks, damage, and saves and receive immunity to spells and effects from the school of Enchantment (save those cast by Bael himself). This boon lasts for either 9 rounds or as long as the beneficiary remains within 999 feet of Bael. If Bael does not have the opportunity to provide such a speech to his allies before engagement, he may do so on the field as a standard action; in this event, the bonus is +3. Although Bael must wait at least three rounds between this use of Infernal Strategist, he seems to have no upward limit. When in combat, Bael may also determine the most efficient, brutal fashion to defeat his adversaries. After being engaged in combat for three rounds against any opponent, Bael receives a +6 circumstance bonus to all rolls made regarding that opponent, while the opponent takes a -6 circumstance penalty to all rolls regarding Bael (these bonuses and penalties do not apply to rank checks). Thus, if Bael is facing two fighters and one cleric for three rounds, he would gain this advantage against all three adversaries. If a barbarian entered combat two rounds later, Bael would gain the advantage against this new threat after three rounds. The benefits of this aspect of Internal Strategist last as long as Bael remains in combat with the foe or foes that initiated the benefit. If Bael and his adversary/adversaries are separated for more than nine rounds, the effects of this ability are eliminated until another three consecutive rounds of combat passes. Master of the Infernal Gates (Su): Charged with defending the First Perdition, Bael can sense the presence of any non Lawful Evil being that enters Avernus. He is immediately aware of the location of entry to within 100 miles, relative strength (in levels (Hit Dice), but not class), number, and alignment and conviction (as a detect spell) of such beings the instant they enter Avernus. Bael suffers no discomfort even if millions of beings enter Avernus simultaneously. As Master of the Infernal Gates, Bael may also close any and all portals in Avernus as a full round action 3/day. Not only does this keep beings from using any portal from any location across the Cosmos to enter Avernus, it also sharply limits the power of planeshift and other forms of travel into and out of Avernus. Attempts to planeshift or teleport when Bael closes the gates require that the caster succeed in an opposed caster level check against Bael (caster level 49th). Bael may keep the portals closed for
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up to nine minutes with no adverse effects. If he needs to close them longer, he can do so for up to nine hours by taking a full round action each round to maintain the block. Bael is exhausted after keeping the gates open past nine minutes, for a length of time equal to twice the amount of time the gates were closed. Deities or cosmic entities can make an opposed rank check rather than a caster level check to breach the gates of Avernus; Bael gains a +8 bonus to resist such attempts. The Might of Hell (Su): Bael’s presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Bael may unhallow an area equal to 1200 feet (associated spell effects function as though cast by a 49th level Sorcerer). Poison (Ex): Injury, Fortitude DC 51, initial damage 1d8 Constitution, secondary damage death. Regeneration (Ex): Bael takes normal damage from anarchic, epic, good, and silver weapons. Spell-Like Abilities: At will - animate dead, baleful polymorph, blasphemy, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, restoration, resurrection, suggestion, symbol of pain, unhallow, unholy aura, wall of fire; 9/day - blade barrier, destruction, divine power, greater restoration, magic vestment, magic weapon, meteor swarm, power word blind, power word kill, spiritual weapon, true resurrection; 6/day – accursed, hellball, oppress, tyranny; 3/day – wish. Caster level 49th; save DC 30 + spell level. Bael also casts spells from the War Domain; these are included in the list above. Abyssbane: This powerful artifact, a gift from Asmodeus for Bael’s Four Cross, is dreaded by all demons and has killed hundreds of thousands, if not millions, in the years Bael fought against the Abyssal hordes. Abyssbane appears as a simple single shaft of dark gray hellforged iron with a simple cross-guard and hilt. The blade itself has terrible Infernal runes in the bloodgrove, and it is constantly wreathed in orange flames. Abyssbane is a +6 hellforge iron greatsword of hellfire blasting. It grants its wielder the ability to smite demons 6/day, dealing an additional 60 points of damage on a successful strike. Any demon struck by the blade must make a Fortitude save DC 50 or lose the benefits of their damage reduction, poison immunity and spell resistance for 9 rounds. Possessions: Bael always carries Abyssbane and normally wears an enchanted kilt that functions as a +9 kilt of armor and moderate fortification. As the Lord of the First and the commander of the largest armies in Hell outside of those commanded by the Dark Ministry, Bael has access to any and every non epic weapon in creation. His personal armories are said to contain numerous epic artifacts and several artifact weapons, along with an array of various magical items that can be turned toward war and battle.
Summoning Bael Those desiring to summon and speak with the Lord of the First are few and far between. There are those, how-
ever, who are obsessed with becoming great conquerors and destroyers of nations and races. Such individuals may seek out the forbidden lore to bring the Warlord of Avernus to the mortal coil. In order to show what lengths the invocant is prepared to go to in order to speak with Bael, all symbols must be painted using the blood of one beloved of the invocant, such as a spouse or child. The creature from which the blood was taken must have been killed and bled personally by the invocant; this is an extreme sacrifice requiring the invocant show his devotion to Bael is above that of his devotion to his loved ones. Each symbol (of which there are nine) represents a different aspect of the coldhearted bloodshed and ruthlessness in warfare, the largest representing the absolute destruction of a race in order to entrench a cause. The painting of the symbols cannot be done by proxy and require a Craft (painting) check against DC 18 to succeed. It is allowable for an accomplished artist to paint or draw guides for the painting to follow; such preparation grants a +6 circumstance bonus on the check by the invocant. An artist used for this purpose must be killed once the task is complete. Surrounding the symbols, the invocant must trace a triangle, using the same gore as paint. Whereas the symbols can use a mixture of blood and wine (in a ratio of 1:3), the infernal triangle must be unadulterated blood. Any blood left over at this juncture is mixed with wine and drunk by the invocant. Wise invocants use weak wine to avoid drunkenness during the proceedings, as any mistake can easily prove fatal. The bones of the loved one must be crushed into a fine powder. This powder is used as a medium to transfer the invocant’s hatred into the symbols – hatred reserved for an enemy whom the invocant wishes to conquer and destroy so strongly as to lead him down the path of sacrifice and supplication to the Warlord of Avernus. Failure to channel this hatred into the symbols can have terrible consequences, the least of which might be that the summoning fails. This act also prevents the sacrificed one from being raised or resurrected (save by a deity with the Life or Death salient divine ability); the invocant is not ignorant of this detail. The invocant then begins to speak in words taken from the Dark Speech, as he places a weapon or suit of armor taken from a defeated and slain enemy, covering it with his own army’s standard. Finally, he dresses in his finest military garb, sprinkles unicorn blood over the entire area using a desecrated aspergillum, and then sets it all alight in a supernaturally-fed blaze. The final words of the invocation true are repeated over and over until the flames reach their crescendo. Bael appears in the midst of the flames, with a clap of thunder like a two armies meeting. Malevolent, dark crimson fire burns along his bat-like wings, but his face remains hidden throughout the audience, apart from his eyes, which flash and glow like malefic lightning. The Lord of the First does not bother with theatrics or the like, and prefers that the invocant get straight to the point. To those he deems worthy, he teaches the tenets of his doctrine before asking what the summoner wishes. Bael, apart from being able to offer the benefits of his own powers and abilities, will sometimes offer the services of members of his court in order to fulfill his side of a contract. When Bael is done with the audience, he spreads his wings and roars a battle-cry to the heavens. Darkness mingled with fire rolls over him, diminishing in an in-
stant to flickering embers with no sign of the Lord of the First remaining. If Bael was displeased with the invocant, and especially if no contract was agreed to, the embers explode outward in a fury dealing 33d6 points of fire and bludgeoning damage (half each) with no save for anyone within 60 feet; however, if an affected creature has living offspring, the damage is instead apportioned equally between each child along with the parent. Otherwise the embers slowly cool and leave greasy, red ashes behind. The stain of these ashes cannot be washed away if handled, but can be used when tempering a single metallic weapon to increase its hardness by one.
DISPATER, Lord of the Second The world was dark; dark and filled with the scent of old fear and excrement. Somewhere nearby someone labored to breath, a horrible, rattling sound, shallow and quick. Sometimes it stopped for a time, but always it returned after a season. Gedek held his breath, straining his ears as he listened again for the sound. There! It had disappeared again, almost as if the breather knew that Gedek was listening in. A different sound broke the darkness then, just as familiar though Gedek heard it far less often: the squeak of an iron hinge, followed by a gentle movement of air. The room seemed to shrink, the very walls pressing in, and Gedek felt his throat tighten as his breath came in short, shallow bursts. Almost unconsciously he huddled over himself, rocking slightly. He knew the cell door was open again. Dare he seek his freedom? Dare he run by his captor and seek for the light? “Personally I don’t see the point,” noted an urbane voice, and as he spoke Gedek felt his strength leave him. “After all, there are other doors beyond this one for you to pass, and you cannot see your way to them or through them. Also,” it continued in deep, sonorous tones, “there is the matter of you being chained to the wall.” “Yes, the chains,” Gedek wheezed, exhaling at last. The voice was right. It was too much effort to run anyway. Better to rest a while longer, build up strength. There! The labored breathing could be heard again. The prisoner turned his head from side to side, vainly seeking for some hint as to its origin. The fact that his jailer had responded to things he had not said aloud did not seem to register with the wretch. Footsteps sounded then on the cold, iron tiles of the cell, syncopated and slightly irregular. “I’ve come to hear your progress, Gedek.” Each word was as hard as iron, but the delivery was smooth like grease. “Are you ready to pay the price demanded of you?” His hands twitched for a moment, as Gedek thought to pull lanky hair from in front of his face. To what point, though? he thought. It would not help him penetrate the gloom any better. No. Rest. It was all too much. Too much to bear, too much to face. The darkness was better than the light, for it allowed him to…He shook his head mutely for several seconds, until despair ripped the shattered, “No!” from between his lips. “I cannot. You know it.” I must not think like this. I must act! There was silence for a moment. Gedek held his breath again. The creature with the death-rattle for breath might have left at last, even if the other one were still there. “You are right; it is a difficult task they have demanded of you.” Yes. Too difficult. Why bother to fulfil the task? Can
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it truly save me? “Do they truly believe that you will remember the name of every slave you ever mistreated? Every man, woman and child that ever you trod on in your life of luxury?” A memory came to Gedek then, a sliver of hope, a light shining somewhere in the distance. “They promised that I would remember them. All of them. The task is not impossible. They do not lie.” “Nor do I,” the voice responded without embellishment, and Gedek knew it was so. “You will remember them all in time, because eternity is long enough for you to examine and remember everyone you ever saw and everything you ever did.” Eternity. Darkness. The task is too big. I cannot do it. And I am tired. So very tired… The voice sighed then, as if in pity. “So harsh, your Lords, to punish you like this. Which is why I offer my help once again. Two times before you have refused it in your pride, but reconsider once again. Swear allegiance to me and I will end their punishment.” Gedek, as before, felt wary of this offer, as appealing as an end to his punishment might be. Eternity…such a long time to spend confined…never-ending misery...“If I were to say yes,” he began, hope turning his wheeze into a whisper, “you would not punish me yourself?” “You do not warrant any punishment,” came the gentle reply. Gedek thought the darkness lifted slightly. “You would not have me killed?” “You are already dead, so I cannot. Instead I offer you a chance to live again.” Think, man! Gedek hissed in his mind. Thoughts turned only sluggishly before his mind returned to its previous torpor. They asked too much. I cannot pay the price. I cannot think. Too hard. I cannot think. Gedek lay silent for a time. Fleeting memories of mortality, an easy life in which he never raised a finger if he could help it, came to him. Why did he balk at the offer of freedom? A return to what he knew? The gods he had served had condemned him for his life of sloth, his lack of ethics, sending him to this place until he could remember all those to whom he must make restitution. But why? How could a slave be deserving of such a thing? A slave was a…a thing, no longer a creature. Why should he suffer discomfort for age upon age while their own souls were long since freed? And what would be the end result? Service in the heavens. A servant. A slave. A thing. Less than nothing. Somewhere, the raspy breathing started again, and the wretched prisoner cringed. Oh to be free of that one’s presence! “I will not offer again,” the voice said, and the walls closed in even further. “Wait! I will swear,” Gedek cried, as a great weight settled heavily on him. “I swear to serve you and you alone,” he sobbed. “Free me from my punishments, my Lord. Take the weight of this responsibility from me.” “You must swear by my name, Gedek,” came the gentle, urbane response. “Dispater,” Gedek breathed, and fear washed through him at the mention of the name; he plunged on nonetheless. “I am your servant, Lord Dispater.” Instantly, the prisoner felt something leave him, something ethereal and tiny, a mote that ripped from him leaving him feeling less than whole. “What…?” he began.
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“Your last shred of ethics, my friend.” The voice, while still refined, was now dark and terrible. “All that kept me from taking you as my own was the fact that you were prepared to meet your allotted punishment. Since you were ready to shirk that task too, your gods no longer have any connection to you.” “But you promised me…” “What did I promise you?” Dispater’s voice was an iron whisper. “That I would not kill you only!” “You promised you would not punish me!” Gedek wailed in true terror. “No,” Dispater responded, back to his cultured voice. “I told you that you did not warrant any punishment. And you can look at this next step in two ways. One, that you now warrant punishment because you have turned from your previous masters…” Gedek felt an itch begin along the back of his head and down along the spine. He struggled still to rip the cobwebs from his head. What had been said? What had been agreed? What have I done? “Or, two…” A scream erupted from him then, as his skull and face contorted and his arms shrunk. “…this is not a punishment. Indeed, this is better treatment than many consigned here could hope to receive.” Gedek’s body seemed to melt then, until all that was recognizable of the soul-that-was-Gedek was the misshapen face seeming to boil from the middle of a twoarmed blob of tortured flesh. “Really,” Dispater said reasonably, watching the newly born lemure from the Iron Throne that he had never left, though still speaking through an illusion standing in Gedek’s cell, “I’ve done you a favor. Advancement opportunities are manifold here, after all.” He paused, watching as a squamugon commanded the new lemure to fall in with a lemure gang being gathered from the prisons. “And if you manage to finish the tasks that I give you, you can bet that I’ll have my eye on you.” A small smile crossed the Arch-Duke’s lips. “Well, a committee, at least. I’m a busy devil after all.” The Arch-Duke of Dis Seer 10/Abjurer 10/Cerebremancer 10 Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: The Iron Tower on a red background in an irongray, inverted triangle. Cosmic Rank: 15 (18 in Dis) Hit Dice: 52d8 (Outsider) + 30d4 + 1,148 (1,648hp) Initiative: +11 (+11 Dexterity) Speed: 120 ft., fly 250 ft. (perfect) Armor Class: 82 (-1 size, +11 Dex, +34 natural, +9 profane, +19 deflection), touch 48, flat-footed 71 Base Attack/Grapple: +67/+83 Attack: The Iron Staff of Dis +84 melee (2d6+18/x3); or the Rod of Dis +84 melee (2d6+18 plus 3d6 lawful plus 1 negative level (lawful)/x2); or spell +78 melee touch or +77 ranged touch. Full Attack: The Iron Staff of Dis +84/+79/+74/+69 melee (2d6+18/x3); or the Rod of Dis +84/+79/+74/ +69 melee (2d6+18 plus 3d6 lawful plus 1 negative level (lawful)/x2) Space/Reach: 10 ft./ 10 ft. Special Attacks: Acedia’s Influence, Aura of Hell, call
devils, Hell’s Fire, the Might of Hell, Perseverating Glance, psionic powers, spell-like abilities, spells Special Qualities: Abomination traits, blindsight 500 ft., Chains of Toil, damage reduction 40/ anarchic, epic, good and silver, darkvision 60 ft., Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, Ferric Affinity, immunity to fire and poison, Infernal Majesty, Iron Curtain, locked within the gates, Lord of the Nine, Polished Façade, regeneration 22, resistance to acid 40 and cold 40, see in darkness, spell resistance 73, telepathy 1,000 ft. Saves: Fort +57, Ref +54, Will +62 Abilities: Str 35, Dex 32, Con 39, Int 48, Wis 48, Cha 48 Skills: Appraise +74 (+84 for alchemical appraisals), Balance +82, Bluff +122, Concentration +99, Craft (alchemy) +104, Decipher Script +39, Diplomacy +150 (+156 with evil beings), Disguise +19 (+29 when acting), Escape Artist +66, Forgery +74, Gather Information +114, Hide +77, Intimidate +114 (+120 against evil beings), Jump +54, Listen +94, Knowledge (arcana) +104, Knowledge (history) +94, Knowledge (local: Nine Hells of Perdition) +104, Knowledge (nature) +94, Knowledge (nobility and royalty) +94, Knowledge (the planes) +94, Knowledge (psionics) +104, Knowledge (religion) +94, Move Silently +81, Psicraft +124, Search +74, Sense Motive +122, Spellcraft +114, Spot +104, Survival +19 (+25 when following tracks, +27 in aboveground natural environments and on other planes), Tumble +66 Feats: Corrupt Spell-like AbilityB, Dark SpeechB, Burrowing Power, Chain Power, Chain Spell, Craft Contingent Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Universal Item, Empower Power, Inquisitor, Psionic Meditation, Quicken Power, Quicken Spell, Scribe Scroll Epic Feats1: Craft Epic Contingent Spell, Craft Epic Rod, Craft Epic Staff, Craft Epic Universal Item, Epic Evil BrandB, Epic Manifestation, Epic Psionic Focus (x2), Epic Skill Focus (Psicraft), Epic Spellcasting, Focused Metapsionics (Quicken Power), Improved Metapsionics (x3), Improved Spell Capacity (x4), Multipower (x3) 1 While wielding the Iron Staff, Dispater gains the benefits of the following epic feats: Spell Stowaway (greater spell immunity), Spell Stowaway (heal), Spell Stowaway (mass heal), Spell Stowaway (shapechange) and Spell Stowaway (time stop)
Environment: The Iron Tower, Dis, Second of the Nine Hells of Perdition Organization: Unique (solitary) Challenge Rating: 63 Treasure: Quintuple standard plus the Iron Staff of Dis and the Rod of Dis. Alignment: Lawful Evil Across the Cosmos, mortals and immortals alike constantly seek to achieve the greatest value for the least amount of effort. In many cases, this attitude is common sense and productive; however, there are those that seek not only to make the most with least amount of work, but those that seek to ensure that any and all work is done through the efforts of others. Some go as far as to pursue the most underhanded, offensive means to acquire their wants. Such individuals ignore what they know to be right in favor of doing all they can to meet their ends within the bounds of law. What comes of their actions, the pains and sorrows of others, mean less than nothing
to such people who long ago abandoned their own morals in return for greater power. Shiftless, stubborn, and lazy, when such individuals die, their blackened souls descend into the Second Perdition of Hell. Here they find that they are forced to meaningless labor. Now, what they sought, power and wealth with no effort, is returned to them in gross irony ten fold. All they do forever more will amount to nothing despite the effort and pain they put into their work. There is only one who will truly benefit from the efforts of these damned fools. From the heights of the ever-present Iron Tower, Dispater watches and reaps the toil of the masses. Called the Lord of the Second, Arch-Duke of Dis, His Iron Grace, and many other names, Dispater is the best known and most visible of the Lords of the Nine. In controlling the largest city in Hell, the Arch-Duke is very interested in maintaining his high standard of living. He encourages regular trade between his city and every other place in Creation, doing all he can to invite mortals and immortals from across the Cosmos. Maintaining an open admittance policy for his city, Dispater does all he can to appear inviting and harmless. Of course, few things can be further from the truth. Dispater is one of the oldest devils in existence. He was one of the first malefircareim granted the status of Lord of Perdition by Lucifer the Satan before the Dawn of the Gods. Dispater is also the only Lord who has never been deposed from his station at Lord of the Second. Even Mammon shared his power in Minauros with Glasya and Mephistopheles was forced to orchestrate his own coup in order to maintain his infernal fief. Not so, Dispater. Since he was raised to Lord-Regent of Dis, the suave, cultured Iron Duke has never been threatened by lessers, much less cast down. Dispater views his status as eternal and as certain as the strength of the iron he has taken as his totem. Dispater credits (naturally) his own unique take on rulership: never allow your subjects time to contest your station. Everything in Dis, from the magnificent Iron Tower to the tasks of the lowliest lemure, functions under this principle. Everyone and everything in Dis toils for the sole purpose of maintaining Dispater’s eternal power. It is for this reason that Dispater is simultaneously the best known and best defended of the Lords of the Nine. Dispater’s servants are always occupied with some kind of time-consuming responsibility. In some cases, such activities are of value to the servants, but more often than not any value associated with the work Dispater assigns is limited to non-existent. If anything, in some convoluted way, the paltry accomplishments of the servants of Dis do little more than strengthen their lord’s iron grip in Dis and his status as a Lord of Perdition. Dispater has a myriad of ways to ensure that the work that his servants pursue is never ending. One of the most popular legends associated with Dis illustrates the ends to which Dispater will go: one group of soul shells cobble a street as another one close behind tears apart the very same cobbles. This and other similar tales pale in comparison to the work Dispater’s more powerful servants endure. There have been cases in which Dispater orders one Duke to assassinate the good-aligned royal family of a strong civilization while he orders another Duke to groom the current third prince of the reigning king to rule the very same kingdom. Not until near the end of either plan do the Dukes learn of each other’s activities, causing no little malice between them. Once the two Dukes work out their diverging goals and go
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through all manner of trouble to see their lord, Dispater has already seen to it that an organized, invading force manipulated by another Duke has taken over the kingdom. To those on the outside looking in, these activities appear to be nothing less than the acts of a demon. However, only the unenlightened fail to see how these activities further Hell’s interest. Not only are Dispater’s servants too busy to threaten his rule, Dispater is well aware of the benefits of any of his numerous plans. All such plans promote the cause of Hell and the will of the Iron Duke. Dispater himself is always involved in one plot or another. The Iron Duke has established countless committees to study problems or establish new goals to improve the position of Hell. While some of his Dukes are responsible for discovering ways to breach Sigil, creating elaborate, intricate models of the Cage, others undergo training to uncover the means to disallow secundi promotion when a former Primus “dies.” Dispater knows all too well the likelihood of any success in these endeavors. It is the meaningless effort and the corruption of the soul that matters to Dispater. Still, in the unlikely event that any success may come of any committee action, Dispater – who is very keen on being kept abreast of all advances in his assignments – will sabotage the potential with another committee…or else, he will create a subcommittee to ensure that there is no threat to his person; such committees are just as beneficial as the former since they take a great deal of time to achieve anything useful. Many point to Dispater’s behaviors as the actions of a coward. To a point, this is accurate. Dispater fears the loss of power. He also fears change. Dispater is paranoid and insecure about his station and will do anything to maintain it within the iron bounds of order. However, Dispater is not afraid to move forward with a plot once he is certain that the end results will strengthen his own position. Unfortunately for Dispater, the same kind of plotting and counterplotting that he uses to stymie any real or imagined attempts on the part of his servants to overthrow him are also used before Dispater ever makes a move. Dispater will study an issue for centuries before making a decision. Many opportunities have passed the Lord of the Second by as a result; however, Dispater tends to focus on long-ranged interests rather than goals that require swift responses. Once Dispater decides that the time for action is imminent, he moves with surprising speed and force, often shattering any obstacles and overwhelming any foe. Due to the numerous machinations across the Cosmos in which the Courtiers of Dis are involved, Dispater is well known to all interested in dealing with Hell. Dispater, unlike the various Lords that have ruled Avernus, is not an outwardly violent Lord, nor does he appear to be immediately dangerous. Dispater is dedicated to trade and to commerce. He has done his part to make Dis as hospitable as possible to most sentient beings to a degree surpassing that of any other Lord. Countless creatures trade in Dis every day. Of course, like all things in Hell, the value of such trade in Dis benefits the interests of Hell. Dispater encourages the trade of any good so long as the merchant involved has abandoned his own beliefs in order to reap a profit. Whether the goods are not as valuable as they seem or the goods were created through slave labor, Dispater does not care; what mattes to him is that the merchant has revealed his sloth or his lack of ethics in order to achieve greater profit or power. Of course, there are many who have no idea that this is what
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Dis represents until it is too late (typically when they die and find that their souls are trapped within Dis for eternity). In spite of his behavior, Dispater has very few active enemies across the Cosmos. Simply put, Dispater’s patience and caution makes it difficult for any to accuse him of cheating or lying. Indeed, Dispater never lies and he never cheats. The Lord of Dis simply never says the entirety of what he means or else finds a useful interpretation for his interests. Dispater uses rules, regulations, and the written word (or lack thereof) as weapons in his bid to control all within his reach. Even if former allies thought they were getting the better of the Iron Duke, they find out that the stipulations of the contract always ensure that they lose out in the end. As a result, while Dispater has no clear foes, he certainly has few allies across the Cosmos. While it is safe to say that most gods dedicated to honesty, freedom, and trustworthiness perceive Dispater as an adversary, the truth is that Dispater rarely allows himself to get personally involved in the activities of his servants that bring him greater wealth and stability. Dispater apparently ignores most insults directed his way unless they in some way threaten his station in Hell. Still, Dispater does have beings he counts as foes. Essentially, anything or anyone that seeks to upset the status quo that has thus far supported – directly or indirectly – his status in Hell is perceived as a threat to be dealt with. What is difficult for most outsiders to determine is what Dispater considers a threat and how he comes to such a determination. Dispater, through his numerous committees and contacts, is often aware of potential risks to his hegemony that could occur only if numerous incidents happen. The death of a child, which leads to the rise of a sibling, which leads to the marriage of two remote nobles, which leads to a slaad mating with the noble’s offspring, which creates the foundation of a kingdom that will one day create a weapon strong enough to breach the defenses of the Iron Tower… Such possibilities are enough of a threat for Dispater to do all he can to see to it that the child in question never dies, that the sibling himself is killed, that the marriage never occurs, and that the slaad is ripped apart by a contingency of pit fiends. Of course, none will ever discover that Dispater was behind it all because Dispater will never order the act, but will allow his various committees to do so instead. Only massive events of cosmic impact can cause Dispater to get personally involved, as with the events surrounding the Sword of Daneel, a legend considered true as described in the ancient text Fires of Dis. So severe were the results of this action that many point to it as the reason why the formians, initially associated with Arcadia, relocated to Nirvana. Those with the power to look beyond the iron curtain of red tape, rules, and laws that obscure the truth of Dis and its master know that Dispater is as hateful and spiteful as any other Lord of the Nine. In some ways, he is the most dangerous after The Overlord himself, as his cultured, inviting manner and seeming affability distract those expecting a tyrannical devil. Dispater always has a plan and an angle and knows how to use the desires and dreams of others to further his own goals. Sure, many mortals may not find themselves dealt a final blow by the Arch-Duke of Dis immediately, but most can be certain that eventually, Dispater will return any insults he found worthy of his attention ten-fold in the distant future. Within Hell, Dispater is held in high esteem. Of all
the Lords, there is little doubt that Dispater commands the greatest amount of loyalty from his Dukes. Although his Courtiers know that they are just cogs within their master’s convoluted machine, all of them are too terrified of the possibility that their cog may be cleaned or removed in the middle of one of Dispater’s plots. Fear of the future is what drives the Courtiers of Dis to do their lord’s command. Interestingly, Dispater is one of the only Lord besides Asmodeus who has not just one, but two arch-devils under his control. The Grand Duke of the Ebon Vale, Merorem, serves Dispater and is part of the Court of Dis. Dispater finds Merorem useful in that the Grand Duke provides the Lord of the Second warning of undesirable futures. Furthermore, Merorem supports Dispater’s position that change must be strictly regulated. Although Dispater does not trust Merorem, he doubts that The Darkwind would bother wasting his time trying to mislead him as they both know that such a thing would probably result in the Grand Duke’s permanent death. Dispater is far more cautious in his dealings with Glasya, though. It is improbable that Dispater has any true interest in Glasya, although there have been rumors that Dispater has already risked Asmodeus’ wrath in wooing the Princess of Hell. It is known that both the Arch-Duke and the Princess have benefited greatly from their partnership, their diabolical servants reaping many souls in the past few eons. Another certainty is that Dispater is well aware of the “romantic” tension between Glasya and Merorem. To what end the Iron Lord plans on using this knowledge is unclear. What is clear is that Dispater is fond of Lixer, the Scion-Emperor. While Dispater still views the Prince of Hell as an upstart, he can sense the younger devil’s nobility…not to mention the power that Lixer has uncovered in his interest in negative energy. When the time is right, Dispater intends to absorb Lixer’s knowledge – if not his life – and use the information gained as the foundation for a source of eternal, undead slaves. Among the other Lords of the Nine, Dispater hates each and every one. However, he has a very strong alliance with Mephistopheles, the Cold Lord. This union is one forged of familiarity and mutual success. Both Lords have served longer and with greater result than any other Lord save Mammon, their former ally. Both value the hegemony of true devils, particularly those of hellspawn origins. And both hate The Fallen. While Mephistopheles despises the fact that The Fallen have brought change to Hell without his leave, Dispater has a far more practical reason to hate them: they overthrew standing Lords. The success of Astarte, Beelzebub, Belial, and Moloch reveals to Dispater that his station is never entirely safe; their downfall would simply grant him reassurance. It is for this same reason that Dispater hates Bael, who revealed that perseverance can overcome any obstacle. Still, Dispater sees potential usefulness in Bael, who overthrew not another devil, but a Fallen. Mammon holds a special place of loathing in Dispater’s heart. Former allies, Mammon betrayed both Dispater and Mephistopheles at the end of the Dies Irae; furthermore, he has stolen much from Dispater over the millennia. While Dispater has no immediate plans for the Lord of Avarice, he does intend on having his revenge. If there is one thing that Dispater fears, it is his master, Asmodeus. Of all the Lords, Dispater is the most loyal to Asmodeus, although this loyalty is not blind like that of Geryon. Dispater knows that Asmodeus would not hesitate to abandon him to another if it suited his
needs and Dispater knows that there would be little he could do about it. Still, Dispater sees no reason to attempt to overthrow Asmodeus himself until such time that he knows without a doubt that such a thing could be accomplished. It is this one place that Dispater and Mephistopheles vociferously disagree. Indeed, since the Dies Irae, it has been Mephistopheles’ goal to overthrow Asmodeus that has caused a growing rift between the two classic Lords. To date, Dispater has kept his growing dissatisfaction largely to himself, but he knows that he would have to chose to side with Asmodeus should Mephistopheles make a sloppy move to take the Serpent’s Throne. Asmodeus, for his part, views Dispater as the most capable Lord and views him with something as close to respect as The Overlord is capable of possessing. This respect is bolstered by the fact that Asmodeus knows that Dispater would defend himself against an attack, but is wise enough to know that any offense would be foolish. Dispater is suave, sophisticated, and cultured. He is witty and charming, although he often has a scathing retort for those that seek to insult him. Often dressed in conservative, iron gray and red robes and cloaks, he appears as a very tall, slender, handsome older man with a long white moustache and trimmed goatee. He always carries the Iron Staff of Dis and the Rod of Dis, laying the former across his lap when seated in his throne in the Iron Tower (from which he rarely ever leaves). An archaic smile often softens his somewhat saturnine features. It is rare to find Dispater displaying any emotion other than contentment. Those that pay attention, though, can discern the Iron Duke’s emotions by watching his eyes. Typically, Dispater’s pupiless eyes look like dark clouds smoldering with concealed flames. In the rare occasions that he is excited, Dispater’s eyes flare to a dull, burning red. Dispater’s mildly diabolical appearance is solidified with two small horns that crown the top of his head. Dispater walks with a pronounced limp, suggesting a past injury. Some legends insist that the limp is due to the fact that his left foot is similar to that of a goat.
Combat Dispater is a cautious devil, always scheming and planning. Even if it were possible to surprise him, the Lord of the Second has so many contingencies and plans for every conceivable situation that any edge bestowed by surprise is quickly lost. Dispater is a reluctant combatant at best, preferring to rely on his wit and charm, followed by called help, should his words prove ineffective. If away from the Iron Tower, he will make all efforts to return there if possible; whether in the Iron Tower or not, he enters combat already protected as best as possible. Long lasting powers and epic powers of defense, such as psionic moment of prescience and esoteric aegis, are always cast or manifested ahead of time. Likewise, the Lord of the Second takes no chances within combat, happily using immediate action defensive measures as an extra precaution. For those who attack him likewise “buffed up”, a chained reaving dispel allows the Arch-Duke of Dis to simultaneously dispel ongoing spells, power down magic items, and gain the benefits of those spells dispelled should he desire. Using Sense Motive to assess the competence (or lack
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thereof) of any foes, Dispater does not foolishly expend too much of his power; wherever possible, he lets Acedia’s Influence and Ferric Affinity bring his foes low, followed by his Perseverating Glance and Might of Hell if necessary. In the most dire circumstances he will use overtly aggressive spells and powers, such as Hell’s Fire and heavily augmented concussion blast, all from within the safety of his Iron Curtain. Acedia’s Influence (Ex): To those of a good bent, Dispater’s very presence is a curse. Creatures within 200 feet with any “good” portion in their alignment (including good tendencies) are struck by this curse unless they succeed on a Will save DC 64. Failure indicates that the creature contracts Acedia’s Influence, preventing them from performing good deeds. Each round that an afflicted creature attempts to perform a good deed (or part of a good deed, DM’s discretion), he must save once more against the same DC or else be rendered helpless and unable to move until he resolves not to attempt that action again. Deities and cosmic entities are immune to Acedia’s Influence, except on a successful opposed rank check. Acedia’s Influence can only be removed by a deity or cosmic entity who makes a successful rank check against Dispater. Those that swear a diabolical oath to serve Dispater and renounce goodness are likewise healed of the curse for as long as they hold true to the Diabolical Oath. Those that successful save against Acedia’s Influence are immune to its effects for the next 24 hours. Aura of Hell (Ex): Dispater’s Aura of Hell can affect all creatures within 1400 feet of him, with a Will save DC 64 allowed to negate the effects. Call Devils (Sp): As a move equivalent action, Dispater can call devils. Nine times per day, Dispater may call a Duke of Hell, 9 pit fiends, or 18 or any lesser type of devil; devils so called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Dispater is quick to call others to do his work for him, but believes in “a devil for all seasons”, using his incredible intelligence and intuition to call on the right devil for the right task. Chains of Toil (Su): There are some foolish enough to deal with Dispater, and to those he offers his Chains of Toil. Dispater can grant this boon up to nine times per day. The client is granted the ability to use monstrous thrall* as a spell-like ability once per month. This thrall, His Iron Grace explains, will then work for the client at no cost as a slave. Each month the client’s number of slaves will increase by means of this power, leaving him free to live a life of leisure. Each time the client uses the monstrous thrall ability, he moves one step closer towards Lawful Evil on the alignment axis. In return, Dispater asks for an item of great worth to the client (generally 1,000gp per Hit Die of the client). If the client does not have an item of sufficient worth (which is usually the case, and the Iron Duke’s preference), Dispater will accept the client’s soul with the understanding that the client will use Chains of Toil to buy his soul back over time. The initial price set will appear quite achievable, but interest quickly accumulates above and beyond the amount that the client can repay. Even if the client does manage to repurchase his soul, he has done so with lucre ill-gotten and taken from those he has enslaved; when he dies, his soul will still find its way to Dis to toil endlessly in cruel irony.
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Chains of Toil can only be removed by a miracle followed by atonement as cast by a 41st level (or higher) caster. Each thrall must similarly have miracle cast to be returned to normal, at the client’s cost; those that were in thralldom remember vividly their treatment and are prime candidates for infernal help in order to have their revenge. Finally, the client must give back all that he gained from this boon in order to be free of its curse. *found in Complete Divine under the Domination domain.
Diabolical Empowerment: Dispater uses his Intelligence modifier instead of his Charisma modifier when determining the power of special attacks and special qualities. Ferric Affinity (Su): Having taken iron as his symbol, Dispater enjoys a tremendous power over the silvergray metal and all alloys composed predominantly of it. He can sense all iron (or iron alloy) within 15 miles (18 miles when in Dis), can pinpoint its exact location (no miss chance if attacking), and he can animate any such object (so long as it is unattended) as a free action (but never more than 38,400 pounds of objects at once). By using a move action, he can see through iron or iron alloys, and is then able to treat creatures on the far side of such an obstacle as being both in his line of sight and line of effect (the iron allows his spells and powers to pass directly through). Dispater also adds wall of iron to his list of spell-like abilities, usable at will. Hell’s Fire (Su): Dispater may use Hell’s Fire 22/ day, dealing 22d12 points of diabolical damage in a line 10 feet wide and 1900 feet long (Ref save DC 64 for half damage). Dispater’s Hell’s Fire appears as a rush of whirling iron blades and rust-red mist. Infernal Nobility (Ex): As the Lord of the Second, Dispater has a status equivalent to that of the gods. Dispater possesses a cosmic rank of 15. While in Dis (and anywhere else on Hell that Asmodeus allows), Dispater functions as a greater god with a cosmic rank of 18. Iron Curtain (Su): Dispater can use his Iron Curtain nine times per day as a free action. This power protects Dispater from all forms of attack. First, Dispater receives a Fortitude save to negate any attack entirely, in which case it has no effect and deals no damage. This is regardless of whether the attack normally allows a save. The Fortitude save DC is always equal to 10 + ½ attacker's Hit Dice + attacker's Con modifier. If this save is failed, the attack is resolved as normal. The second effect of the Iron Curtain is to absorb damage. If the attack deals hit point damage, this damage is applied to the Curtain instead of Dispater. The Curtain can absorb 300 points of damage before collapsing. Dispater can adjust the Curtain to ignore certain types of damage. (Such as fire, to which he is immune) If Dispater activates his Iron Curtain within his Iron Tower, it absorbs 600 points of damage before collapsing, even if he afterward leaves. The Iron Curtain remains in effect for 24 hours provided it does not collapse. The Might of Hell (Su): So terrible is Dispater’s presence that he may corrupt an entire area with but a thought. Thrice per day as a free action, he may unhallow an area with a 1560 foot radius (caster level 76th). Perseverating Glance (Su): The Lord of Dis takes an evil delight in having creatures – all creatures – engaged in mind-numbing, fruitless tasks. Those within his presence can be forced into such tasks with but a glance from His Iron Grace, never knowing aught again except the mechanical repetition of the last action they took before succumbing to this power. Dispater may target one crea-
ture at a time as a standard action, and can use his Perseverating Glance no more than nine times per day on any creature he can see within 1800 feet. A targeted creature is allowed a Fortitude save against DC 64 to resist this power, with a successful save slowing the creature. Deities and cosmic entities are immune to Perseverating Glance except on a successful opposed rank check. A failed save results in the creature repeating its last action over and over again. Casting a spell, for example, would be followed by an attempt to recast the exact same spell in the same manner; inability to replicate the action in this case would lead to the character expending her highest level spell or spell slot each round. An attack with a sword would be repeated in the same way, even if the target has moved or been dispatched. Movement is replicated by moving back and forth between the last two “beginning” and “end” squares that the creature used. Inaction breeds further inaction. Creatures under the effect of Perseverating Glance may be considered to be helpless (if, for example, their last act was to freeze in place trying to avoid notice), but even if not helpless are treated as flat-footed. Perseverating Glance is not a gaze attack, i.e. the target can be affected whether he catches Dispater’s eye or not. Furthermore this power takes direct physical control of a creature, and thus is not a mind-influencing effect. Polished Façade (Ex): His Iron Grace always appears urbane and refined, even when his true intentions are base and despicable. This puts even enemies at ease in his presence, and has been the downfall of many an unwary foe. Dispater adds a +18 profane bonus on all Bluff, Diplomacy, and Sense Motive checks, and is immune to attempts to magically discern his true intentions. Psionic Powers: Dispater manifests powers as a 68th level seer. Power points/day: 533. Powers known: 1st— defensive precognition, detect psionics, force screen, offensive precognition, offensive prescience; 2nd— concussion blast, ego whip, recall agony, sensitivity to psychic impressions; 3rd— body adjustment, danger sense, dispel psionics, energy retort, mind trap; 4th— aura sight, intellect fortress, mindwipe, psionic divination; 5th—catapsi, incarnate, power resistance; 6th— greater precognition, psionic contingency, temporal acceleration; 7th—divert teleport, fate of one, flesh to iron*, psionic moment of prescience, ultrablast; 8th— bend reality, psionic iron body, recall death; 9th— apopsi, metafaculty, microcosm, reality revision. Save DC equals 38 + spell level. *As per the 6th level shaper power crystallize, except that the target creature is transmuted into iron.
Epic Psionic Powers: Dispater can manifest an epic power up to eight times per day. Powers known: Dispater’s iron defense, epic dimension door, esoteric aegis, greater epic psionic armor*, Trojan curse. *As per greater epic mage armor, except as an epic psionic power. Spell-like Abilities: At will—animate dead, baleful polymorph, blasphemy, blur, charm monster, create greater undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), hallucinatory terrain, hold monster, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, read magic,
restoration, resurrection, scrying, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire, wall of iron; 9/day—destruction, detect thoughts, dictum, discern lies, fire storm, geas/quest, greater restoration, imprisonment, meteor swarm, shield of law, true resurrection, true seeing, zone of truth; 6/day—accursed, hellball, oppress, tyranny; 3/ day—wish. Caster level 76th; save DC 38 + spell level. Dispater is closely associated with the Inquisition domain and gains a +4 bonus on all dispel checks. Spells: Dispater casts spells as a 68th level abjurer. His forbidden schools are Conjuration and Evocation. Spells/day: 4/9/9/9/8/8/8/8/7/7/4/4/3. Dispater’s spell books include all spells (other than those from forbidden schools) from the wizard spell list in the Player’s Handbook, the Book of Vile Darkness, and Complete Arcane. It is likely that he also has access to spells that no mortal mind has ever conceived of. Typical spells prepared: 0— flare, no lightVD, resistance, touch of fatigue; 1st— alarm, obscuring mist, ray of enfeeblement (x2), shield (x2), true strike (x3); 2nd—addictionVD, arcane lock, bear’s endurance, fox’s cunning, sap strengthVD, slow consumptionVD, spectral hand, touch of idiocy, wither limbVD; 3rd—explosive runes, haste (x3), ray of exhaustion, reality blindVD, slow (x3); 4th—crushing despair, dimensional anchor, enervation, grim revengeVD, mnemonic enhancer, psychic poisonVD, rainbow pattern, stoneskin; 5th—chained addictionVD*, dismissal, feeblemind, mindfog, quickened true strike, resonating resistanceVD, stop heartVD, telekinesis; 6th—analyze dweomer (x2), antimagic field (x2), fiendish quickeningVD, globe of invulnerability, repulsion, true seeing; 7th banishment (x2), chained enervation*, ethereal jaunt, greater arcane sight, greater shadow conjuration, project image, reverse gravity; 8th—bestow greater curseVD, chained stop heart*, dimensional lock, mind blank, moment of prescience, prismatic wall, soul’s treasure lostVD; 9th— foresight, imprisonment, mage’s disjunction, prismatic sphere (x2), time stop (x2); 10th—chained finger of death*, chained insanity*, quickened globe of invulnerability, quickened greater heroism; 11th—chained polymorph any object*, quickened limited wish x2, quickened spell turning, ; 12th—chained reaving dispelCA* x2, quickened absorbtionCA. Save DC equals 38 + spell level. CA
Found in Complete Arcane Found in the Book of Vile Darkness * Spells that are noted as chained take advantage of the Chain Spell feat found in Complete Arcane VD
Epic Spells: Dispater can prepare up to eight epic spells per day. Spells known: contingent true resurrection, esoteric aegis, greater epic mage armor, oppress, superb dispelling, tyranny. The Iron Staff of Dis: This plain, unadorned iron bar functions as a +6 quarterstaff of defending, save that it deals 1d8 points of damage and has a x3 critical multiplier. The Iron Staff grants Dispater incredible defensive powers. Foremost, Dispater gains the benefits of the Spell Stowaway feat for the following spells: gate, heal, miracle, time stop, and wish. Dispater may set two contingencies upon his person, except that the attached spells have no level limit, and up to two (non-epic) spells can be attached to the contingency. Spells or spell-like abilities that fail to penetrate Dispater’s spell resistance are reflected upon the caster as if they had been subjected to spell turning. This does include area-affecting spells which are typically not sub-
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ject to spell turning; for example, if an enemy wizard casts an ice storm in an area of effect that could affect Dispater, the ice storm would be redirected to an area of effect centered on the caster. Iron and iron-alloy metal weapons that deal damage to Dispater must make a Fortitude save DC 64 or rust away completely. The damage must be real damage rather than damage absorbed by Dispater’s DR; thus, if a sword strikes the Arch-Duke but deals no damage, the sword is not affected by the rusting power. Only the weapons of cosmic or divine beings with equal or greater divine ranks are immune to this ability. Successful critical hits and sneak attacks have a 75% chance of being negated. The Rod of Dis: A four-foot length of twisted iron adorned with chain links of adamantine and capped with a fist-sized ruby surrounded by garnets, the Rod of Dis functions as a +6 heavy mace of lawful power with a x3 critical rate. It functions as a rod of epic rulership with the following modifications. First, it can affect up to 1500 creatures at one time, none of which can exceed 30 Hit Dice, at a distance of 15 miles. Within Dis, this increases to 1800 creatures with no more than 36 Hit Dice. Creatures with an Intelligence score of 24 or higher are entitled to a Will saving throw DC 64 to negate the effect. The rod has no limit on how long it can be used. When used in combat, those struck by the rod must succeed in a Will save DC 64 or be affected as though by dominate monster. The Iron Tower: While in the Iron Tower, Dispater has numerous defensive options. A dimensional anchor effect is constantly in effect within the Tower (Dispater himself is immune to this effect; note this affects psychoportation powers as well). A token of Dis is required to circumvent this effect. Different tokens have different security accesses. Dispater is aware of every creature holding a token of Dis; he can pinpoint their location to within two miles (anywhere in Dis), ascertain their general state of health, and can determine their alignment. Those who would attack Dispater by spell or by sword within the Iron Tower find that telekinetic effects hinder their efforts. Those attacking with weapons contend with telekinetic attempts to force their weapons from their hands. An opposed Strength check is required to hold onto the weapon (the force has a "Strength" score of 48); those attempting to hold on to metallic weapons suffer a -9 penalty on the check. Those casting spells with material or somatic components must also succeed in an opposed Strength check, or their spells are spoiled and lost. These checks must be made every round. A constant catapsi effect interferes with all psionic activity; furthermore, each round that a psionic power (or psi-like ability) is in use by a particular creature, it must also make a concentration check as if it were manifesting the power defensively, with a penalty on the check of – 36; failure of this check means that the manifestation fails. In any event, all who would attack Dispater within the Iron Tower suffer a reprisal in the form of corrupt, intensified lightning bolts. Each round, one bolt strikes any foe that attempted to physically attack Dispater, dealing 120 points of electricity damage and 120 points of corrupt damage. A Reflex save DC 64 is allowed for half damage, but one must first succeed in an opposed Strength check versus the telekinesis in order be able to attempt the save. To make matters worse, a particularly potent hold
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monster spell targets all of Dispater's foes every two minutes. Those that fail are paralyzed for two minutes. The Will save DC to avoid the effect is 64. Finally, every four rounds, the Iron Tower casts mage’s disjunction as a 76th level caster. Dispater can determine which creatures and/or items within the edifice are subject to this powerful disenchanter. The power of the Iron Tower is such that cosmic and divine beings may be affected by it. Such beings do not receive rank checks to ignore the effects of the Iron Tower and make saves as all other beings.
Summoning Dispater Dispater cannot be summoned except into a specially prepared sanctum, the core of which must be a section of flooring with a 30-foot radius made entirely of iron. Plush carpeting and fine draperies both red and gray should dress the area in preparation for the Lord of the Second’s arrival. Sixty-six enslaved humanoids whose lifetime of servitude came as a result of being unable to repay debts must be in attendance, chained to the floor in obeisance. Ninety-nine vessels of platinum set with rubies and garnets must be used to anchor the magic circles; these should be filled with a measure of the blood and sweat of mortals that have lived lives of sloth, mixed with stagnant water. Finally, a display of meaningless toil must also be made. This might be a silenced choir, told that their efforts can be heard by the invocants and poor notes will result in death, or additional slaves working over the iron vessels, with half of them cleaning while the other half tarnish. Though the summoners do not realize it, the nature of the forbidden magic used to bring him into the Mortal Coil coupled with the extreme demands in terms of location also allows Dispater to duplicate the protections that he has in place in the Iron Tower without any effort on his part. This effect extends only out to 30 feet while on the Prime (centered on the original point of summoning, not on Dispater himself). When all is in readiness, molten platinum erupts from the center of the magic circles and rushes headlong to carpet the room from wall to wall. The summoners must provide their own protection against the molten mass, as well as for the slaves and other attendants; failing to do so necessitates the need to start over (see below for details on the final state of the platinum). The metallic stream then climbs the walls and covers the ceiling, until platinum covers all. It is then that Dispater rises slowly from the shimmering pool that is the floor, and the platinum hardens and cools. Creatures that were protected from the heat will nonetheless find themselves cemented to the floor without further magical aid. Summoners are advised that such aid is not a prerequisite, and may even be frowned upon. Dispater is generally courteous and seems to show an interest in those who summon him, answering questions posed to him if it suits his purposes, and generally using his wit and charm to force the conversation into areas he wishes it to go. For fools and those that deride him, the Arch-Duke of Dis does not immediately go on the offensive, though he might have some choice words that both belittle and shame those he speaks with. Such individuals will bear the brunt of his wrath at a time and place of his choosing, for the Lord of the Second’s memory is eternal, and his hatred as inflexible as tempered steel. Dispater will almost always offer his Chains of Toil boon to
those who summon him, no matter how they have acted. Throughout the audience, the platinum slowly dulls and changes until it is nothing but iron, although summoners must succeed at a Spot check opposed by Dispater’s Diplomacy or Bluff check in order to notice. The iron then begins to pit and rust, so that by the time the audience is at an end it is absolutely worthless. The slaves and attendants likewise are of no use to the summoners by the end of the audience. While the platinum has turned to iron and then begun to corrode, the slaves and attendants have slowly sunk into the floor. Once again, a Spot check opposed by Dispater’s Diplomacy or Bluff check is required to notice this effect (including those being affected), so gradual it is, and so much do Dispater’s words demand attention. Creatures taken in this way are transported back to Dis when the Lord of the Second finishes his audience. As the audience ends, Dispater will generally bow his head slightly to the chief invocant, as if saying farewell to an equal or friend, whilst a stairway appears in the room behind him. The Arch-Duke of Dis then limps carefully down the stairs, out of sight. Iron-gray steam then hisses from the opening, and when it disperses, only pitted iron remains.
MAMMON, Lord of the Third “I don't see how there is any other interpretation,” Temple Master Jahn said, exasperation creeping into his tone. “We fought with the Marquis and his court for ages over their tax...!” “Tithes, brother,” came the bored rebuke from Temple Master Ames. Minister Jahn and Temple Master Ames walked sideby-side down the grand halls of the Temple of the Gilded Gauntlet, the largest church dedicated to Celzar in the March of Evensheer in the Duchy of Barthrod. Jahn was surprised when he received the invite from the Lord Minister, Baron Peter, considering that he pastured one of the smallest and poorest temples not just in the march, but in the entire duchy. Most men of his stature would have been honored at such an invite, especially when paired with Temple Master Ames, head of the nearby church in the Barony of Deep Spring. Yet, he had long since determined that he was wary of the politics of the Church of Celzar at these levels. The compromises of the faith, the lack of grace…the blatant greed. If he could have afforded to shirk the invite, Jahn would have, but such would have been a disservice to his parishioners. And to Celzar, Hallowed be His name. Despite his decision, Jahn was shocked with what he had learned upon arriving earlier in the morning and immediately made his thoughts clear when he met Temple Master Ames at the gates of the Gilded Gauntlet. “Taxes, tithes, whatever!” Jahn snapped. Ames glanced at Jahn. He was a slightly younger man, his temples just beginning to grey, his belly just beginning to soften. His satin white robes were linked with white mink and gilded in thread of silver. Jahn had no doubt that the temple at Deep Spring was hardly wealthy enough to afford such vestments. Still, when Ames said under his breath, “Lower your voice, Temple Master. Remember where you are!” Jahn complied. Ames was rising in Bainland and a favorite not just of the Lord Minister of Evensheer, but of the High Minister of the entire kingdom.
Glancing around the halls, Jahn did notice that some adepts and lower ranked ministers were watching them as they made their way to the Lord Minister’s antechamber. In a whisper, he snarled, “In any case, we told the Marquis that the coin would go toward fortifying the march from the predations of Ironoak. And now you wish to use the money as funds for personal projects?” He paused as one of the two temple guards opened the heavily decorated maple double doors. “This borders on blasphemy!” Jahn said as they entered the plush and immodestly decorated waiting room which itself was adjoined to another room hidden in darkness. “Calm yourself, brother Jahn,” Ames sighed as he crossed the room to the flask of chilled wine and two goblets. As he poured, Ames spoke with the patience one uses when training a dog. “Of what use are fortifications in these peaceful times? No, do not answer my friend, for I know war oft lies on your mind. I know you lost a son to the Duchy of Ironoak. But how can you consider the aid of the poor and destitute to be blasphemous?” Ames drank deeply and then watched the pale liquid swirl in his goblet. “I would be most interested to hear your reasoning.” “Acquired under false pretexts, the aid and blessing we would grant is tainted!” “No more so than wasting the money given in good faith on protections against imaginary threats.” “Enough.” The voice was soft, but the command carried steel that silenced both clerics immediately. They made the gesture of the Sword and Shield as Lord Minister Peter entered. A baron and distant cousin to the Marquis of Evensheer, Lord Minister Peter almost looked like the High Minister in his heavy, multilayered white silk and satin robes accented with tufts of expensive roc feathers. He even wore a gold-embossed copy of the Holy Writ on a chain attached to his sash. Jahn, already feeling out of place in his simple cotton robes, felt more so as the Lord Minister’s grey eyes fell on him. “We do not bicker about such matters. We are children of Celzar, Hallowed be His name.” Ames was quick to say, “Forgive us our Father. We did not mean to offend.” Jahn remained silent. “The matter has already been decided,” Peter announced as he crossed the room. “I wanted you both here because this boon will affect both of your parishes.” “Indeed, your reverence?” Jahn almost rolled his eyes at the lust in Ames’s voice. “Yes,” the grey eyed, older man said. “Both of you have done well. While you, Temple Master Ames, have done well for your barony and the church, you Temple Master Jahn, have done much with little. It is time that you are both rewarded.” Ames was thanking the Lord Minister when Jahn could not help but blurt out, “Father, although I appreciate the recognition, I cannot help but feel that this is not the right way to go about doing things. It’s…” “It’s what, Jahn?” Peter asked in a threatening tone. “Wrong? I don’t see it that way. I see this as an opportunity to ensure the hegemony of the church across the march. Besides, are we not servants of the Most High? Should we not be rewarded for our efforts, our service?” The Lord Minister moved to look Jahn in the eyes. “We fought together many times in our youths, Jahn. I know what you lost. I also know what you lack. I am offering
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you a chance that my predecessors did not… Now, if you don’t want to go with this, you will see what little tithes you currently receive dwindle away to nothing. Somehow, I doubt this is what you want for your adepts and ministers.” Jahn glared back at his former friend, holding the other’s gaze. After some time, he finally nodded, his eyes lowering. He could not force the others to suffer for his own pride. “Good,” Peter said, although he did not smile. “Now, come, our guest awaits us in the Room of Salvation. Do show him that his efforts on our behalf were not wasted on squabbling fools or mindless rabble.” The walk to the Room of Salvation was a short one. It lay near the center of the temple within a large, beautifully manicured garden. Marble statuary, many goldgilded, stood impressively throughout the area. Jahn had been here many times over the years, but until today he never noticed how strongly the gold gleamed. He also thought that it was unusually dark despite the cloudless day. Jahn swiftly forgot about the sun as he spied the doors to the Room of Salvation. Standing before them was the Lord Minister’s guest. He was a fat little man. His eyes were smiling and his perfect teeth gleamed. He was dressed in the robes of a modest noble, and wore an elaborate red-haired wig atop of his very bald head. He waddled across the courtyard to where the priests were assembled and bowed so low to the Lord Minister he nearly fell over. Before the Lord Minister could introduce him, the little man spoke. “Your Most Holy Blessedness, I have done what you asked!” The guest bobbed wildly as he spoke, gesturing grandly with his pudgy hands. His voice was shrill and grating. Temple Master Jahn stifled a grimace at the butchering of the Lord Minister’s title as he stared at this character that had been admitted into the most sacred places of their god. His eyes smarted as a reflected ray of light stabbed into them. What was the fool wearing that could reflect anything? The bishop noticed no jewelry on the man. He glanced at Ames, but his young peer seemed not to notice anything amiss so intently were his eyes upon the visitor. The Lord Minister spoke. “Viscount…” An uncharacteristic pause marred his speech as Peter struggled to recall the man’s name. He looked meaningfully at his guest, who appeared to misunderstand his intent, and bowed low again. “I am ever the most humble of servants, Your Gracious and Sacred Benevolence.” The Lord Minister scowled and continued. “The Viscount here has done us a favor, my sons. He has convinced the nobles of the divinity of the tithe and collected it for us. It is that which he brings to us now.” The Viscount beamed. “Well, your Munificence, I merely acted as a bearer of the sacred word. Render to Man that which is man’s, and give to the gods that which is the gods’, that’s what I always say.” Temple Master Jahn blinked. Had he heard the Viscount correctly? It seemed as if he had said “man”, but what an odd pronunciation. He glanced at Ames again, who still seemed enthralled. He shook his head in irritation. That infernal light kept getting in his eyes every time he tried look directly at the Viscount. Squinting, he tried again as he suddenly felt that something was amiss. “Now, your Consecrated Magnanimousness, you did mention a small reward,” the Viscount was saying. “I've
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simply come to honor our arrangement.” “Yes, yes, certainly,” the Lord Minister seemed impatient, as if he were reconsidering allowing this buffoon into his audience chamber. He was rubbing his temples and squinting. “Temple Master Ames, give this man thirty pieces of silver.” “What?” The Viscount's face was flushed purple as Ames held out a bag to him. “That was not our agreement!” “It is more than we agreed upon, Viscount.” The Lord Minister seemed taken aback. “Precisely! It is not what we agreed upon. My honor would be tarnished if I were to take a single copper more than I had accepted. I apologize, of course; you are clergymen and did not mean to insult me.” The Viscount smiled. “A single silver piece is all I asked.” “Take it then, Viscount, and go. And know that the Church is always your friend should you need one.” The Viscount bowed low again as he accepted the silver piece. He beamed another huge smile at the Lord Minister and turned to leave. Almost as an afterthought, he turned back. “Tell me truly, Lord Minister. Will this gold you have gathered go to the one you serve?” The old man glared at the impertinence of the question, then seemed to think the better of it. “Yes, Viscount. It will go to His work. The aspects of His work which I see fit to place it towards.” The Viscount beamed and bowed yet again. “One more indulgence, Gracious Father of Salvation. Could you read to me a page from your Holy Writ? I have always had a passion for hearing it spoken aloud. Any passage will do…” Almost snarling, the Lord Minister yanked the book from its chain and angrily opened it, tearing several pages in the process. “No man can serve two masters. Either he will hate the one and love the other, or he will be enslaved to one and betray the other. One cannot serve both God and Mammon.” As the Lord Minister concluded the passage, the sound of a thousand golden coins falling to the ground resounded throughout the temple. The Viscount's smile, now framed by a red moustache and forked beard, became ugly as his teeth lengthened into golden fangs. He tore his wig from his head, revealing a pair of diamond capped horns. Massive wings, encrusted with precious metals and rocks, unfurled from the Viscount’s back and his body seemed to be made from individual gold and platinum pieces. His once humble attire was now gaudy in its richness. He grew in size as he strode on goat-like feet toward the now quaking Lord Minister. Ames was screaming. Although the Viscount loomed over him, exuding an unsettling heat that wilted the plants, his voice was still shrill and annoying. “Now, Your Pathetic Grovelence, I must demand we enforce church doctrine here. After all, it was doctrine that gathered these riches together. It should be doctrine that redistributes it. You are a slave to the lure of coin, a thrall to mammon. You betrayed the ideals of your faith for wealth. Therefore I shall free you of your burden, and you shall forever after serve your true master.” The Viscount slapped the Holy Writ from Peter’s hand to across the courtyard even as Jahn fought against his trembling and yanked out his wooden holy symbol. The guards, other priests, and parishioners had arrived at the sound of Ames continued screaming. The
Viscount ignored them, snapping his fingers, and the scattered thirty silver pieces exploded into silken clad black, scaly fiends with sinister yellow eyes, black wings, and whip-like tails. Four of them ran to the Viscount, leaving the stench of stagnant water in their wake, to hoist him aloft on a jewel encrusted litter that materialized beneath him. The others produced golden trumpets and began to sound them mightily as their master was swiftly borne out of the courtyard. There was a golden flash and Jahn ducked, covering his eyes. When he opened his eyes, he noted that Ames had stopped screaming and he struggled to his feet. The gold and silver in the courtyard, whether from the statues or from the people, was melting and disappearing into the ground. Stunned, Jahn gave chase. Pushing through the panicked throngs, he neared the outer doors to witness a magnificent fire encapsulated golden carriage emerge from the ground. It was drawn by nine enormous horses, black as obsidian with daemonic red eyes. Smoke fumed from their nostrils and flames roared from their hooves and manes. A vicious lizard-like creature with great cat-like ears and small, shifty yellow eyes covered in barbs and spines sat as coachman, a whip in one hand and the reins in the other. The Viscount sprang lightly into the carriage, and Jahn could now see the gleaming baubles which adorned him. Still trembling, Jahn presented his holy symbol to the fiend. The Viscount gave a disdainful glance at the Temple Master’s efforts as the carriage began to pull away. The horses began to rise, galloping on the air itself, and then suddenly dove straight into the ground. A cacophonous bomb shook the entire temple. A circle of smoldering grass was all that marked the passage. Temple Master Jahn turned and slowly trudged back into the temple, feeling more drained and dejected than he ever had before. Once grand, the temple was now devoid of anything remotely resembling material value. The gold, silver, bronze and marble that had covered it was stripped away, leaving bare wood and a dilapidated frame. The priceless relics of their history were gone. The coffers, once filled with the offerings of the faithful, were empty. Nothing remained. As he made his way into the audience chamber, the Temple Master nervously wondered what wrath the Lord Minister would unleash at this misfortune. The scene that greeted his eyes in the chamber gave light to the absurdity of his thoughts. A perfect likeness of Lord Minister Peter was cowering in courtyard. A perfect golden likeness. A look of absolute horror was engraved onto his face. Likewise was Ames, still screaming in silence. Both slowly melted into the ground until they too were gone. Temple Master Jahn struggled not to faint but could not keep his feet. He fell to the ground, his hand landing on something. He lifted it to see the open Holy Writ and his eyes read the passage. “Give unto Mammon that which is man's, and unto the gods whatever is left over.” As Jahn passed out, the profaned tome beneath him, the last thing he heard was the tinkling laughter of the Viscount. The Arch-Duke of Minauros Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: Three gold coins bearing diabolical faces on a
dark green inverted triangle. Cosmic Rank: 13 (16 in Minauros) Hit Dice: 45d8 (Outsider) + 25d6 (rogue) + 10d6 (perfect wight) + 880 (1450 hp) Initiative: +27 (+19 Dexterity, Superior Initiative) Speed: 120 ft., fly 250 ft. perfect Armor Class: 71 (+11 deflection, +19 Dexterity, +34 natural, +9 profane, -1 size), touch 37, flat-footed 71 Base Attack/Grapple: +63/+75 Attack: Avarice + 80 melee (1d6+18+2d6 (axiomatic) + 2d6 (unholy)/18-20/x2); or Greed’s Breath +87 ranged (2d6+18+2d6 (unholy)/19-20/x3); or claw +74 melee (4d6+12) Full Attack: Avarice + 80/+75/+70/+65 melee (1d6+18+2d6 (axiomatic) + 2d6 (unholy)/18-20/x2; or Greed’s Breath +87/+82/+77/+72 ranged (2d6+18+2d6 (unholy)/19-20/x3); or 2 claws +74 (4d6+12), 2 wing buffets +69 melee (2d6+6), and tail +69 melee (4d8+6). Space/Reach: 10 ft. /10 ft. Special Attacks: Aura of Hell, call devils, Carnal Covet, Hell’s Fire, Might of Hell, Lien, sneak attack +18d6, spell-like abilities Special Qualities: Abomination traits, blindsight 500 ft., Crippling strike, damage reduction 40/anarchic, epic, good and silver, defensive roll, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, displacement (50%), divine immunities, immunity to fire and poison, improved evasion, improved invisibility 2/ day, improved legerdemain 2/day, improved uncanny dodge, incorporeal 2/day, Infernal Nobility, Infernal Rogue, Infernal Usury, Lord of the Nine, opportunist, Property of the State, regeneration 22, resistance to acid 40 and cold 40, shadow form 2/day, spell resistance 71, telepathy 1,000 ft., trapfinding, trap sense +6. Saves: Fort +52, Ref +60, Will +56 Abilities: Str 35, Dex 48, Con 33, Int 44, Wis 39, Cha 31 Skills: Appraise +86, Balance +65, Bluff +93, Climb +12 (+16 with ropes), Concentration +71, Decipher Script +31, Diplomacy +107 (+113 with evil creatures), Disable Device +60, Disguise +93 (+101 when acting in character), Escape Artist +102 (+106 with ropes), Forgery +66, Gather Information +61, Hide +102, Intimidate +91 (+97 against evil creatures), Knowledge (arcana) +70, Knowledge (history) +51, Knowledge (local [Hell]) +66, Knowledge (nature) +23, Knowledge (the planes) +75, Knowledge (religion) +78, Listen +98, Move Silently +102, Open Locks +62, Search +101, Sense Motive +75, Sleight of Hand +122, Spellcraft +71 (+75 to decipher scrolls), Spot +98, Survival +37 (+43 on the planes, +45 while tracking), Tumble +108, Use Magical Devices +45 (+55 for scrolls), Use Rope +40 (+48 with bindings). Feats: Alertness, Cleave, Combat Reflexes, Corrupt Spell-like AbilityB, Dark SpeechB, Dodge, Far Shot, Improved Critical (composite longbow), Improved Disarm, Improved Initiative, Iron Will, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quicken Spell-like Ability (mass hold monster), Quicker than the Eye, Snatch Weapon, Spring Attack Epic Feats: Additional Magic Item (ring), Blinding Speed, Epic Evil BrandB, Epic Skill Focus (Sleight of Hand), Lingering Damage, Improved Sneak Attack
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(x2), Self Concealment (x5), Superior Initiative, Tenacious Magic (greater invisibility), Uncanny Accuracy Environment: Castle Minauros, Minauros, the Third of the Nine Hells of Perdition Organization: Unique (Solitary), team (Mammon, 1 – 6 hamatulas, 1 – 4 nightmares, 2 – 16 Nessian warhounds), or squad (Mammon, 1 Duke of Hell, 1 – 6 hamatulas, 2 – 16 barbazu, 2 – 16 Nessian warhounds) Challenge Rating: 59 Treasure: Avarice, Greed’s Breath, quintuple standard Alignment: Lawful Evil There are many different attitudes regarding the distribution of wealth across the Cosmos. In some places, the wealthiest are those who have inherited a divine mandate. In these cultures, the acquisition of wealth is limited to the wealthy or to the lucky. In other places, wealth is granted to those who, through strength of will, perseverance, and dedication to a task, are allowed to keep the fruits of their labor. In still other places, no one individual is wealthier than another. All share in the bounty of success equally. There are many other examples across the Cosmos, some dictated by the gods and others determined exclusively by mortals. And yet, there is one constant: financial strength results in political and social hegemony. Financial independence grants the wealthy the ability to dictate their own terms and to influence the decisions and behaviors of others. The wealthy do all they can to maintain their financial power. While some do so in order to help their family and their community, others do so because they are consumed with a love of money. Conflicts, wars, and other kinds of turmoil spring from the control of capital, from the distribution of wealth for the ability to control money invariably leads to the ability to control lives. This terrible fact, this lamentable truth, has led some to believe that money is indeed the root of all evil. There is one that could not agree more and this one has taken it upon himself to make sure that none, from the lowliest mortal to the greatest god, has an opportunity to further soil their souls in avarice. That one is Mammon, the Lord of the Third. The Arch-Duke of Minauros has developed quite a reputation over the millennia. When most hear his name or read about him, they immediately think about greed. Indeed, the name Mammon has become synonymous with lust for gold. In some circles, “mammon” is used to describe an unnatural desire for material gain beyond all other concerns. Numerous religious texts equate the edacious lust for gold and silver to be a spiritual affliction, a perversity of the soul. Like a plague, the quest for material possession has spread throughout the mortal coil and has reached beyond the mortal coil and into the realms of gods and cosmic entities alike. Mammon’s name continues to be dragged through filth as the increasing desire for gold threatens civilizations and souls across Creation. Yet Mammon, in a magnanimous manner, ignores these insults for he knows that he is the only one capable of providing assistance to mortals and immortals alike. He knows that his way, his plan, is the one that will bring peace and stability to the soul and flesh alike. In order to stave off the predations of greed, Mammon believes that all beings are better off with nothing in order to better understand the value of money.
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Until such time, Mammon has taken it upon himself to hold – in perpetuity – onto the gains of others across Creation. A difficult task, he knows, but someone has to do it. According to Mammon’s worshippers, the Lord of Avarice (an unfair appellation, but one that does not bother Mammon since he is above such concerns) believes that the love of money is not just the beginning of all that is foul and loathsome, but that such a love distracts all sentient beings from a far more important truth. Wealth is and has always been distributed unevenly. Even in cultures in which everyone supposedly benefits equally, there are some who do more than others and receive some sort of compensation for their extra effort, be it greater authority or special perks. This unfairness, this gross inequity, is a deplorable consideration to one such as Mammon. The wealthy continue to grow in power and influence while the poor scuttle about like vermin, willing to do anything to acquire the very same dirty gold that the wealthy hoard for themselves. As far as Mammon is concerned, the best option is for all to have nothing and be equal in nothing. All must pay a surplus of whatever they have gained to something greater that allows them to live and breathe. This agency, always an official entity that works for the greater good for all involved, is where the repository of all material gains should go as far as Mammon is concerned. Since Mammon knows that all other beings are incapable of taking possession of wealth without becoming enamored with it, he believes that it is in his vaults that the wealth of the Cosmos would be the safest. Mammon does not equate his behavior as a lust for wealth despite what others have and will continue to say. Rather, he perceives it as a meaningful sacrifice. He is more than willing to be unpopular and unloved as he takes that which others have no right to have. He knows that his goal, equality in all, is a just one. As importantly, Mammon knows how to spend and redistribute the wealth that others so foolishly squander. He knows how to grant those in need the proper amount, how to make sure that all have the right amount in order to live. Yet, the wise see through to Mammon’s true nature. In the end, Mammon, with all of his high-minded rhetoric of equality, is only interested in the possession of all that is considered of material value. True, he does believe that equality for all is right; yet, his true mission is to make all others subservient to his will and influence as all will be equal in poverty and impotence as they just barely scrape by a life. Mammon believes that financial strength is indeed the driving force of power. By controlling the most capital, Mammon believes that he will control the souls of mortals and, through them, eventually the entirety of Creation. This ultimate investment, the only worthy investment, will grant Mammon complete independence from the Hierarchy of Hell and the power to define Creation in his own image: him at the top with all others groveling and begging him for succor. That is the equality Mammon seeks, that of the State taking everything that beings have – earned through hard work or not – earned and using it for his own ends. That is the threat of Mammon. Beyond Hell, Mammon is viewed as one of the more sinister and dangerous Lords. Mammon routinely “selectively redistributes” (steals) from any number of beings. Gods and powerful cosmic entities are not excluded from this pursuit. To date, Mammon has few allies. However, Mammon is often approached by un-
scrupulous demi-gods and lesser cosmic entities seeking access to greater power. With these weaker beings, Mammon is something of a business partner. Although his fees are astronomical, once a contract is signed, most expect to get something of value out of Mammon before the business arrangement concludes. It is not unusual for powerful gods to seek out Mammon when they need for something important to disappear or reappear for that matter. These arrangements are always kept under a fog of secrecy as few are interested in being associated with the Arch-Duke of Minauros. It is important to note that Mammon’s most dangerous foes beyond Hell are gods of thieves and greed. As Mammon believes that they have more than their fair share of wealth, he targets the majority of his redistribution efforts on their worshippers. From Abbathor and Vhaeraun of the dwarven and drow pantheons, to Mask and Olidammara of the Faérun and Oerth pantheons, Mammon has made an enemy of all of them. The only prominent god of greed Mammon has steered clear of offending is Tiamat due to her uncomfortably close proximity. In Hell, Mammon is isolated from the other Lords of the Nine, a situation that suits him just fine. Nevertheless, this is an interesting position for the Lord of the Third for he is numbered among the original hellspawn and Lords of the Nine. Since before the Dawn of the Gods, Mammon was an ally of Dispater and Mephistopheles, as he – like the Lords of the Second and Eighth – sought to solidify power and authority through elitism. Dispater enforced the toil of the masses and heretics; Mephistopheles enforced the will of the cold, ruling intellectuals; and Mammon enforced the consolidation of wealth to those at the head of the table. These three, opposed to the likes of Adrammelek, Sammael, and Lilith, reaped a great deal of power, catapulting them to the forefront of Hellish politics. Yet, neither Dispater nor Mephistopheles placed much trust in Mammon for they saw that his interests were limited to what he could gain financially in their pursuits. Dispater rightfully assessed that if Mammon believed he could gain by switching sides, he would do so. Still, this alliance between the three Lords would last for countless millennia. It would not be until the Dies Irae that Mammon’s treachery would be revealed to his allies. Not only did Mammon succeed in sending his servants into Dis and Cania to “redistribute” a great deal of treasure as the Lords’ armies descended into Nessus, he also betrayed them to Asmodeus when The Overlord stripped his vassals of their power. This dual treachery forever shattered any union between Mammon and Dispater and Mephistopheles once the three were allowed to return to their stations as Regents of Hell. Mammon, the first to grovel at Asmodeus’ feet, was the first to return to his fief and the first to receive a full pardon. Mammon has not looked back and has done nothing to try to reestablish ties with his former allies. As far as he is concerned, he acquired what he needed from them and now it is time for him to invest in new opportunities. Mammon is often confused with his former ally, Dispater. Many scholars and sages have viewed Dispater as being interested in the acquisition of wealth, thereby creating difficulty in distinguishing him from Mammon. However, the difference between the two Lords is simple enough. Dispater is the personification of the corrupt business man who seeks to increase his wealth, political power, and military power through doing as little work as possible while hiding behind rules and laws, his ser-
vants accomplishing all of the work with little or no gain for themselves. He supports conservative practices that maintain the status quo with him at the top. In contrast, Mammon represents the power and greed of the State that overtaxes, always has an outrageous share to take, and is never satisfied with its gains. He is the ultimate materialist, often claiming that his need for more wealth will eventually trickle down to benefit others, when all he does is hoard it himself. Mammon is uninterested in business and could care less how he receives his “share” as long as he receives it. He is not above selective redistribution (what most would call “stealing”) to increase his holdings, and is more than willing to get his hands dirty to do so. Dispater is the faceless, iron-shod corporation while Mammon is the money-hungry State. There are some legends that insist that Mammon is not truly a scion of Hell, but a fallen angel. There are a number of religious texts that point to an angelic being who fell for want of material gain, his avarice like lead on his soul that dragged him screaming and spitting into Hell. However, few believe this possibility for it would be unlikely that Mammon would have ever have been allied to Dispater or Mephistopheles who are acknowledged bigots with regards to angelic beings. Interestingly, Mammon was never threatened by the Fallen after The Great Fall. Mammon’s court, filled with greedstricken bureaucrats, has lead many to believe that Minauros would have been easy pickings for any number of fallen angels or even powerful devils. Many point to the former presence of Glasya, the Princess of Hell, as the reason for Mammon’s continued control of the Third Perdition. Still, Mammon never forged a beneficial relationship with The Fallen, although he has had numerous skirmishes with the sadomasochistic Belial and the forces of Phlegethos over the eons. Precisely what Belial wants out of Minauros is anyone’s guess; after all, Mammon has never sought to face Belial or any other Lord or arch-devil in combat, so it is probable that Belial wants to expand his power base by taking over another Perdition. It is known that Mammon has no relationship with Bael, Leviathan, or Lilith beyond the occasional need to be diplomatic during Processions of Perdition. However, Mammon has been contemplating establishing an alliance with Beelzebub. Through the Lord of the Flies, Mammon believes he could expand his ability to ferret out hidden troves of treasure across the Cosmos, greatly expediting his goal to make the rest of Creation bitterly poor. So far, however, Mammon has not approached the Lord of the Seventh as he does not trust that an alliance with the overweening Beelzebub would be balanced on the front end. Mammon continues to lust after Glasya, the Princess of Hell; however, since The Overlord decreed that the Princess of Hell’s time would be better spent elsewhere after the Dies Irae, Mammon had little choice but to quietly acquiesce. What these two horrible creatures saw in each other is simple enough to determine; Glasya desired Mammon’s considerable wealth, and Mammon was obsessed with Glasya’s background and connection to Hell’s ultimate power. Mammon is so fearful of Asmodeus’ wrath that he does not even send secret messages to Glasya. Mammon has no relationship with the Prince of Hell, seeing no value in meddling with an annoying, insufferable, half-mortal brat. Indeed, the only other arch-devil with whom Mammon has any relationship is Geryon, whose form Mammon has been known to mimic when entertaining guests in Minauros, ruthlessly
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mocking the former Lord of the Fifth. Simply, if none of the arch-devils or Lords offers him anything, Mammon sees no reason to treat with them, especially if he continues to enjoy his own success. Within his court, Mammon keeps a watchful eye on his Dukes. Mammon knows that each of them keeps a bit of whatever they bring in, but so long as the amount is less than 3%, the Lord of Avarice does not bother to retaliate. After all, he is capable of tracking down their treasure vaults if he were so inclined and plans on doing so one day once he has risen to a point to challenge Asmodeus for the Serpent’s Throne. Mammon’s is the least organized Court, his servants spread across stinking Minauros like scattered gold pieces. All of the Courtiers of Minauros spend their time, in their own way, enriching Mammon. That is their only goal as far as he is concerned and Mammon could care less how they accomplish this task so long as they do so without wasting – or stealing – needlessly. Mammon has few qualms about spending the money that he has redistributed from others. One of his favorite pastimes is betting. If he cannot win in a bet, Mammon will find a way to bend the end result to his favor (some would call this cheating, a term Mammon despises). If he still looses, Mammon beats a hasty retreat to avoid paying up his side of a debt, claiming the need to process the winnings. Another one of Mammon’s favored excursions is hunting, on which he often bets. Many scholars have cited that Mammon hunts himself, but this is not entirely accurate. Mammon rarely rides a horse (or in Hell, a nightmare), but sits in an elaborate open litter pulled by nightmares, where he watches his servants hunt. He often unleashes his team of Nessian warhounds in these times, sometimes wounding the target with Greed’s Breath before the hounds give chase. Most of the targets are former servants that have displeased Mammon or else powerful mortals who lost their souls to Mammon. Mammon rules from Minauros, the Sinking City. Mammon takes no time to shore up the city’s foundation, believing that there is no point in wasting money on it. Rumors abound that Minauros sinks because of the tremendous weight of Mammon’s hoard. The city is filled with all manner of destitute soul shells and lemures. These creatures are cursed with eternal starvation as they wallow in poverty. Mammon never enters the streets of the city without a hunting party, fearing that the destitute souls will try to rob him. Mammon appears as a plump malefircarim with a large, toothy smile, red moustache, and a forked red goatee. His skin is a shimmering, reddish gold, and his short red horns and talons are capped with diamond studs. The Lord of Avarice often wears an elaborately designed kilt that descends from below his ample stomach and stops over his cloven hoofed feet. His huge wings glow a warm golden color from the coins he has had grafted to them, their weight having no apparent effect on Mammon’s ability to fly with surprising speed. He speaks with a supreme amount of arrogance in a high-pitched, grating voice. His beady eyes, which glow a warm gold, twinkle any time he senses that someone has more than 100 gp in value in possession. Most who would meet with Mammon tend to do so almost naked.
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Mammon is a coward. Even if he is facing clearly weaker adversaries, Mammon will seek to avoid any kind of violence if he can help it, ordering his servants to deal with threats. Mammon never travels alone and typically has the company of at least his pack of Nessian warhounds. These beasts and any other servants will be ordered in combat while Mammon flees for safety…that is, unless his aggressors are in possession of extremely valuable magic items or wealth. Essentially, if Mammon’s foes are in possession epic magic weapons or major artifacts of any kind, he is guaranteed to remain in combat. When forced into combat, Mammon will seek to retreat to high ground at least 100 feet away after he calls either one Duke of Hell or 18 advanced barbazu. While these beings summon additional support, Mammon will use his Hellish Aura to force his foes to cower. Then, he will follow up with his Audit centered on the wealthiest creatures in the area. In most cases, Mammon will opt to transfer the enhancement values of magic items into coin; if he finds that his foes are resilient, he will transfer the enhancement powers into DC increases. If Mammon finds that his foes are willing to pursue him, he will call in Nessian pit fiends before attempting either another Audit or he will use Property of the State to make them relinquish their most powerful weapons. In any case, Mammon will seek not to kill his adversaries unless they clearly have nothing of value. If they seem wealthy, Mammon will take them back to Minauros where they will be “interviewed” for information on the whereabouts of more treasure before Mammon turns them into lemures. Audit (Su): The Lord of Avarice believes that all creatures, great and small, possess far more than their equal share. This is especially the case for those in possession of well-crafted or magical items and a great deal of treasure. Mammon frowns upon such foppishness, viewing those that have the audacity to own such items as having extreme bad taste. When confronted with such beings, Mammon usually believes that he must take it upon himself to relieve them of their ill-gotten, undeserved gains for future redistribution. In such circumstances, Mammon will exact an Audit. Up to nine times a day, Mammon can target a 30-foot radius within his line of sight (or, in Minauros, within 16 miles) and elect to Audit either items or currency. Any and all masterwork or magic items within the area must make a Fortitude save DC 58 (items in the possession of another may use their own save or the save of their possessor, whichever is the highest). Failure indicates that masterwork items immediately become mundane while magic items lose 50% of their enhancement bonus. Furthermore, the amount lost is immediately transferred into gold pieces of the appropriate value and deposited into Mammon’s Gilded Vault; alternatively, the amount taken is added to the DCs of one of Mammon’s abilities or spell-like abilities. Such bonuses last for nine rounds. Mammon does not gain DC bonuses from masterwork items, only from magical items. Thus, if Mammon were to audit a +2 holy short sword, he could either take 16,000 in gold pieces or he could increase his spell-like ability DCs by 2 points. While Mammon may elect to return enhancements to the original item (or enhance a mundane item with the Audited enhancement), he may not do this if he has used the enhancements to empower his own DCs. Mammon may also use his ability to Audit coins.
Unclaimed coins or other forms of currency (including jewelry, expensive art pieces, and the like) within the area of effect are immediately taken. Claimed coins receive the owner’s Will save against a DC of 58 or else they are also taken. For every 10,000 gp Audited, Mammon may increase a DC for an ability or spell-like ability by 1 point. Finally, Mammon may also Audit artifacts. In auditing an artifact, Mammon cannot permanently strip it of its powers; however he can borrow any one power for up to nine rounds. The artifact receives a Will saving throw DC 58 for each Audit attempt. Mammon then gains the ability to select which power he hopes to use. There is some risk for Mammon, however; if the artifact in question is not Neutral Evil or Lawful Evil in alignment, at the end of the nine round period there is a 30% chance that Mammon will suffer a reduction in all of his abilities as though suffering from nine negative levels. This ailment lasts for nine days. Needless to say, Mammon does not use this aspect of Audit lightly. It is known that Mammon cannot affect so-called signature weapons or artifacts that are in the physical possession of any cosmic or divine being (including those with divine rank 0). Aura of Hell (Ex): Mammon’s aura can affect all creatures within 900 feet of him, with a Will save 58 allowed to negate the effect. Call Devils (Sp): As a move equivalent action, Mammon can call devils. Nine times per day, Mammon may call a Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Despite his size and tremendous strength, Mammon, more than any other Lord of the Nine, is a true coward. Only dedicated to the balance and spread of wealth (to himself, mostly), Mammon hates being in the middle of a fight once he realizes that one is imminent. It is fitting, then, that Mammon will call on the most violent devils in Hell to kill his enemies at the first sign of a threat: barbazu. If matters continue to deteriorate, Mammon will then bring in pit fiends and hamatulas. Mammon is often in the company of nine Nessian warhounds that are willing to die to defend Mammon. Carnal Covet (Su): It is the nature of all sentient beings to be selfish. From the greatest god who covets the worship of mortals, to the lowly peasant who steels even the smallest grain from the fields of his master, creatures across the Cosmos reflect their selfishness everyday. This attitude, this gross violation of the natural order in which all must lend aid, in which all must share equally, is one that greatly offends Mammon. Indeed, he has found that those who would are to challenge him are often covered in all manner of gain that they have only because of their selfishness and greed. On these, Mammon forces them to share whether they will it or not through his Carnal Covet. Three times a day, Mammon can cause Carnal Covet in all beings within 300 feet of his person (Mammon can select which beings he wishes to effect). Similar to a confusion spell, Carnal Covet forces those who fail the Will save DC 58 to seek out any random item they either see or know about that is considered valuable that they do not currently possess. Mammon may determine if certain locations or being within the area of effect can be targeted by those infected with Carnal Covet (he often ensures that his own guards and his person are not sub-
ject those under the influences of this power). While the target of the infected is determined randomly, the victim of Carnal Covet will always attempt to take the item with the most value. It does not matter if the item in question is of any immediate or even future benefit so long as its value is at least 100 gp. Thus, a wizard may attempt to steal his paladin ally’s holy avenger, while a cleric may attempt to pry loose valuable jewels attached to an altar dedicated to her god. Any attempt to stop the coveting victim results in the victim’s retaliation that only lasts as long as someone or something is between the victim and the object of desire. Once the victim acquires what he covets, he turns his attention to another item. Carnal Covet lasts for 45 rounds. Diabolical Empowerment: Mammon uses his Intelligence modifier for determining DCs for all saves. Hell’s Fire (Su): Mammon may use Hell’s Fire 20/ day, a ten-foot wide line of diabolical energy dealing 20d12 points of damage, up to 1700 feet away. Victims caught in the blast may make a Reflex save DC 58 for half damage. Mammon’s Hell’s Fire appears like a blast of scalding, liquid gold and silver that burns into the body and the spirit of those caught in the effect. Infernal Nobility (Ex): As the Lord of the Third, Mammon has a status equivalent to that of the gods. Mammon possesses a cosmic rank of 13. While in Minauros (and anywhere else on Hell that Asmodeus allows), Mammon functions as a greater god with a cosmic rank of 16. Infernal Rogue (Ex): While Mammon certainly does not perceive himself as a thief every other being that has dealt with him would not hesitate to name him one. Indeed, Mammon possesses a number of qualities that makes him almost as frustrating as various gods of thieves across the Cosmos. When Mammon is struck by an attack from an opponent he has designated as his dodge target, Mammon may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. Mammon also knows the exact value of any treasure he can see. He can immediately determine what any creature is carrying and where each carried item is. Any attack of opportunity Mammon makes is considered a sneak attack. Mammon also receives 3d6 additional points of damage on his sneak attacks. Infernal Usury (Ex): Of all the Lords, Mammon has the most precise offering to mortals: the acquisition of wealth. Mammon does not have elaborate schemes nor does he offer strange agreements in his offerings. If a mortal client wishes to do business with the Lord of the Third, that business will revolve around the client becoming wealthy. What the mortal does with his wealth is his business. Finance an orphanage or a war; it is all the same to Mammon so long as the client remembers one important thing: anything given by Mammon is not a gift but a loan. And loans must be repaid. In Hell, repayment is always not as simple as it seems. If Mammon (or one of his Courtiers on his behalf) is summoned to the mortal coil, Mammon can offer Infernal Usury up to three times a day. Infernal Usury is as simple as it sounds. Mammon may grant a mortal one wish to become wealthy. The amount of wealth is a base of 5000 gp per character level (NPC classes count as ¾ levels for the purpose of this effect). The client receives an additional 1000 gp per level as he works out the loan arrangements with Mammon in a Diplomacy check (Mammon will set the check during each parley; see
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below for more). The client explains the details of his wish to his own satisfaction as the entirety of his request is drawn up on a contract written on parchment made from the “flesh” of angels. The contract is signed and written in the client’s blood, imposing 1d3 points of Constitution damage. Once signed, the contact immediately disappears from sight and is magically transferred into the Ledger of Melchom, the Duke of Profit. The loan proceeds are given to the client in the appropriate number of bags of holding (the value of the bags is taken out of the client’s proceeds and may well be far larger than the client needs unless the client stipulates that he wants a bag of the proper size). Payment for the loan is simple. The client has to make good on three requests issued by Mammon at a moment and time of the Lord of the Third’s choosing. These requests can be of any sort, although they tend to revolve around assisting the monetary acquisition of Dukes of Minauros or servants of Mammon in the Prime. Mammon has up to three years to make this request either personally or through a servant. If the client states that this was never part of the contract, Mammon typically will say that it was never discussed or never explicitly stated that such a payment would not be in the contract. The client does have a choice in the matter but only if he succeeds in a Will saving throw with a DC 58 plus 3 per 1000 extra gold pieces that the client successfully bartered out of the original bargain. Failure indicates that the client is under the effects of a geas as cast by a 54th level caster and will comply with Mammon’s requests. This geas cannot be removed by normal means; only the direct intervention of a cosmic entity or god with divine or cosmic ranks greater than 16 can end this curse, and then only on a successful rank check. The client will have three weeks to complete each request. Once completed, the client finds that he gets to keep his ill-gotten gains but that such gains are cursed in a manner identical to that of Scax’s Sins of the Father. If the client cannot complete the request, his soul is immediately forfeited to Mammon who may slay the client at any time and across planar boundaries in a manner identical to that described in Lien. Two possibilities exist should the client save against the initial request. First, he may offer to repay the loan. Mammon always agrees to this, although he will require that that loan is not only repaid within three days, but with 50% interest. Failure results in the client’s soul being forfeit to Mammon (who can kill the client’s mortal body and take possession of the soul at any time, anywhere within the same limitations as described in Lien). The client may borrow the money from others. If this occurs, upon transference of the proceeds, those that loaned the money are immediately cursed in a manner identical to the client’s curse under Infernal Usury. Those who loaned the money must be repaid by the client, with the same interest, or their souls are forfeit (as is the client’s soul since he had to borrow the money). The second option is that the client immediately sells his soul to Mammon. The loan is immediately considered paid off and the client will not receive any requests from Mammon. However, there are different end results for this option. If the client possesses at least 15 class levels or HD, he will grow more in wealth as his death from old age approaches, thereby increasing the chance that the wealth left over after his death causes more greed. Conversely, a client with fewer 15 class levels or HD quickly become destitute (within 3d6 months), his money disap-
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pearing (and possibly magically transported to Minauros). In either case, upon his death, the client’s soul is consigned to the Third Perdition of Hell. The effects of Infernal Usury can only be ended by an atonement cast by a 40th level, good-aligned cleric followed by a quest. This quest usually involves divesting oneself of the loan proceeds into a direction that has nothing to do with the client’s initial requests or interests, but simultaneously promoting holiness and freedom. Those under the quest must complete it within three months; failure indicates that the victim dies immediately, his soul taken to Minauros; the entirety of his loans and any works accomplished through the proceeds are also lost. Lien (Ex): Mammon believes that all other beings are obsessed with ownership. This obsession is often due to the fact that such beings often see what others possess and then try to acquire such possessions themselves. Over the countless millennia, Mammon has found that if lesser creatures cannot see the desires of their hearts, they would soon forget about such things and move onto more important considerations. The Arch-Duke of Minauros will attempt to place a Lien on items, locations, and even individuals until such time as they can be safely released into a more mature environment. Thrice per day as a standard action, Mammon can place a Lien on up to three items or individuals, or a single place, protecting them from all forms of detection, scrying, or tracking. Mammon need only be aware of the item in order to affect it. If Mammon has an official “right” to the individual (like a worshipper), place (a temple dedicated to him), or thing (an item he has owned at one point or one that a servant of his has taken in his name), he may effect his Lien from any distance and across planar boundaries. Such items, individuals, and locations do not receive a saving throw from the effect unless they are within the realm of a cosmic entity, deity, or a location not subject to cosmic or divine power (like areas within The Outlands and Sigil). Items, individuals, and locations in such areas or not officially tied to Mammon receive a saving throw; furthermore, such items must be within three miles of Mammon’s person. Living beings receive a Will save. Items either receive their own saving throw or, if they are in the possession of someone unwilling to part with them, they receive the individual’s save modifier. Locations receive a base save modifier of +20 plus 5 for every 100 square yards Mammon attempts to place a Lien. Mammon may affect up to three square miles of a location in this way. He seems to have no limit in size for sentient beings. Items exceeding 100 square feet are considered locations for the purpose of Mammon’s Lien. In all cases, the Will save is made against a DC 58. If Mammon attempts to affect anything within a cosmic or divine realm, he must first succeed on a successful rank check against the entity concerned. Even if he succeeds, the object receives a save as described above. Locales that stunt cosmic or divine power also grant objects or persons within a save against Mammon’s power. Mammon does have an upper limit on things on which he places a Lien. He may Lien up to 81 items, 27 beings, or three square miles of location. If Mammon ever places a Lien beyond his limit, he immediately must give another possession up within the same category. Possessions under a Lien are kept in a demiplane within
Minauros know as the Gilded Vault. The Gilded Vault can only be entered by Mammon’s leave or through an extremely well worded wish (miracles and Alter Reality can also grant access); beings possessing divine or cosmic ranks cannot enter the Vault without Mammon’s explicit allowance (Asmodeus is the only such being besides Mammon that can enter the Vault). Even if the Gilded Vault is breached, it is impossible to leave with anything without alerting Mammon of an attempted theft. Upon leaving the Vault, one finds oneself in the fortress Minauros; attempts can be made at this point to flee the Third Perdition as per usual. Mammon can enter the Vault at any time and he may pull anything from the vault that he chooses as a standard action. All items within the Vault are in stasis, so there is no damage or wear on them (sentient creatures are treated as if imprisoned as per the spell). Mammon often places elaborate traps on whatever is in the Vault, the most common being a unique form of maze that lasts for a year and a day on any that dares to touch an item under Lien (this maze can be escaped by means of an Intelligence check before then as per usual, but the DC is increased to 58). Mammon is willing to release a Lien under a variety of arrangements, most which require some kind of tithe or sacrifice of a valuable. In most cases, after centuries have past and those interested in what was taken are either dead or have given up on looking, Mammon will end the Lien. He is under no obligation to do so nor is he required to return the item, person, or location to the place from which it was originally taken. The Might of Hell (Su): Mammon’s presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Mammon may unhallow an area equal to 1350 feet (associated spell effects function as though caster level 54th). Property of the State (Su): Mammon can demand that those before him relinquish their valuable possession on the spot. 3/day, Mammon can declare any one valuable on each and every being within 30 feet to be Property of the State if they fail Will saves against DC 58. Mammon must first succeed on a successful rank check to affect deities or cosmic entities of greater cosmic status. The victims will then deliver the item of Mammon’s choosing to the Lord of the Third. Mammon can pick precisely which item he wants and can do with it as he pleases, including use it against its former owner. Any item so stolen by Mammon in this fashion allows Mammon to use it as a spell completion device even if the Lord of the Third does not possess the necessary caster levels; however, Mammon cannot necessarily use similar or identical items that he just happens to come across. Spell-Like Abilities: At will – animate dead, baleful polymorph, blasphemy, blur, charm monster, create greater undead, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flamestrike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds only), hallucinatory terrain, hold monster, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, read magic, restoration, resurrection, scrying, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire; 9/day – cheat, destruction, emotion, entice gift, fabricate, firestorm, greater restoration, guards and wards, knock, meteor swarm, phantasmal thief, sympa-
thy, true resurrection, vanish; 6/day – accursed, hellball, oppress, tyranny; 3/day – wish. Caster level 54th; save DC 36 + spell level. Mammon also casts spells from the Greed Domain from the Book of Vile Darkness; these spells are included in the list above. Avarice: Avarice is a thin blade of sparkling, white steel; its hilt is a length of silver and gold celestial bone. The pommel of the blade is sturdy and adorned with a lustrous, nameless black jewel of unknown quality. Avarice is a +6 axiomatic, unholy dagger. Avarice seeks to steal the best qualities from those that feel its blade. First, Avarice maims its victims, robbing them of their health. All random damage Avarice deals is always doubled, the surplus replacing any lost hit points to Mammon (for instance, if he dealt 24 points of damage and an additional 28 points of sneak attack damage, the victim would suffer 48 + 56 points of damage and Mammon would be healed 52 points of damage). Second, Avarice drains 1d6 points from any ability score of Mammon’s choosing on a successful critical hit; Mammon adds half the drain dealt (to a minimum of 1) to the appropriate ability score for the next six rounds. Avarice cannot be disarmed or sundered and any such attempt always provokes an attack of opportunity. Despite its powers, Mammon is loath to use Avarice as he is, in the end, a craven coward and uninterested in melee combat. Greed’s Breath: Greed's Breath, a +6 unholy composite longbow of unerring accuracy, is a curved length of iron forged with the subtle power of Hell. Most familiar with infernal lore believe that the iron was a gift from Dispater himself during the centuries the Lords of the Second, Third, and Eighth were allied. Who forged it is anyone’s guess, but most believe that the Princess of Hell may have at the very least commissioned the undertaking. Greed's Breath has a pull equal to Mammon's Strength modifier. Furthermore, Greed’s Breath generates its own arrows. Once an arrow finds or misses a target, it instantly disappears. Greed's Breath automatically redistributes money from its targets to Mammon. Anything considered as currency by those struck by Greed’s Breath is transported instantly to one of Mammon's deep treasuries after a successful critical hit. There is no save against this effect, but it only drains cash money carried on the target's person (including those hidden in extradimensional spaces, like a bag of holding). The amount taken is equal to the damage dealt x 5. Mammon has been known to discontinue attacks on those who manage to live long enough after they have been drained of their coin. So far as the Lord of the Third is concerned, the poor and destitute are beneath his notice. Possessions: As he is obsessed in making sure that everyone is equal in ownership, Mammon has taken upon himself to sequester all many of wealth from those that he believes have too much. From truly singular items to baubles that have no value to anyone but the person from whom it was taken, Mammon has a larger store of treasure than most greater gods and certainly more than any other Lord of the Nine save Asmodeus himself. The Arch-Duke of Minauros has access to every mundane and magical item (save artifacts) listed in the Player’s Handbook, the Dungeon Master’s Guide, and any other source allowed by the DM. Indeed, he likely has thousands of different copies of the same
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items. Since Mammon did not procure these items personally, he probably cannot use many of them. It is clear to most that Mammon also has many minor and major artifacts, although he has taken pains to keep the identity of such things classified. Mammon has a very thorough ledger of each item, from whence it came, and what it can do. In any case, Mammon is never without Avarice; he only carries Greed’s Breath when he is conducting official business across Minauros (essentially, when he goes hunting).
Summoning Mammon The summons of Mammon is an extravagant affair. The location of the summons must be in a place known for its current wealth. City treasuries and the vaults of the wealthiest rulers are preferred, but Mammon will not shirk at the dens of wealthy merchants or thieves’ bosses. Each participant must be dressed in finery of silk, satin and lace; embroidery done with thread of gold or silver should likewise be in abundance. The floors and columns of the room used should be the finest marble and porphyry, and the ceiling should be a baroque affair of intricate murals broken by delicate filigree worked in the most expensive of metals. The room must be brightly lit so as to cause a glittering effect throughout. Creative invocants will use glass prisms to cause the light to twinkle and shimmer. Finally, while all other Lords can be summoned with silver, Mammon demands nothing less than platinum, the value of which is equivalent to the silver that would otherwise summon him. Mammon is certain not to respond to a summons if platinum is not used. Those summoning Mammon should note that they need not own the room to be used, nor the clothing or other ornamentation that is required. Indeed, canny supplicants will ensure that as little as possible of their own belongings are on hand throughout the ceremony. The chief invocant must supply a single item of great worth – an item that the creature values above all else. It may be a weapon, or a piece of jewelry. It might be a title to land or a cherished family heirloom. Precisely what is largely irrelevant, although it must be of more than of simple “sentimental” value. The invocant can technically offer his own soul, although Mammon places a value on it of only 500 gold pieces per Hit Dice; this can place the invocant in the unpleasant position of having offered a less than worthy gift to entice the Lord of the Third. Any unworthy gift is transported to Mammon during the invocation before he decides whether to appear or not. There are more than a few tales of creatures that have sought an audience with Mammon and that have lost their souls without ever getting anything in return; the Lord of the Third rightly feels that those that summon him cannot truly value their immortal souls, and he is always open to further attempts to summon and deal with him in order to buy the soul back – the value of the soul generally increases tenfold or more in value in such situations. The verbal components of the invocation required to summon Mammon comprise exactly twenty-seven stanzas; whether by chance or design, each stanza is located in a different location scattered across the mortal coil and the Realities Beyond. Furthermore, each stanza is actually a part of another Power’s sacred texts, and the summoning of the Lord of the Third thus happens by stealing
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a portion of each of those Powers’ divine might. Once each stanza has been read aloud, gold, silver, and other precious metals (along with any gems in the room) are torn from their places to mesh and coalesce into the form of Mammon in the midst of the room. He looks over the room with a glittering smile, weighing up the value of all that remains (the initial despoiling should account for no more than 18,000gp worth of materials); each round that the audience continues, he sends more of the wealth in the room to his Gilded Vault (3,000 gp allotments). Should Mammon believe that the invocant will not prove to be a worthy deal, he will generally delay proceedings long enough to take everything of value, even the clothes of the summoner and his underlings, before informing all present that he must leave to attend to “matters of state”, giving the invocants a chance to gather more wealth for next time. While it seems that a meeting with Mammon is expensive – and it is – for those that plan well it can also be extremely profitable (at least while mortality continues). The founding fortunes of some of the wealthiest mortal families have been attributed, at least in part, to Mammon’s “patronage”. Likewise, the sudden reversal of such economic good fortune has been laid at the feet of dealings with the Lord of the Third. As the audience draws near its close, the gems and finery which sparkle over Mammon’s great girth begin to dull and then disappear, as if the stars in the firmament were being whisked away. Thus he disappears by degrees, until not a red penny remains of his form. When he finally vanishes, his last act is to purloin the expensive architecture of the very room that he was summoned into; without the supporting pillars, the ceiling generally collapses in 1d3 rounds. Wise invocants prepare for such an eventuality by specially designing the room to be used to avoid such a fate, or merely staying within an easy dash of an exit. It is typical that the room in which Mammon was summoned to be completely empty of anything of value once the interaction is concluded.
BELIAL, Lord of the Fourth The flames raged in a cacophonous din but they couldn't drown out the screams of the women. Such an inferno would normally draw a crowd, yet tonight those who frequented such places remained hidden from sight. The area about the old brothel was deserted, the roads silent. Save for six men, in whose eyes the blaze was reflected clearly. One stood apart from the others, closest to the flames. The fiery light illuminated the look of grim satisfaction on his face. Brother Ficiant, local preceptor of the Order of Mercy, listened to the whores’ cries for help as the fire devoured their flesh. The damnable wantons would no longer plague society with their carnal ways. No longer would they tug at the unholy desires of the decent men of town. He permitted himself a small smile at the fate of the unrighteous before he nodded to those behind him. In unison, they began to chant and undulate, performing the ritual that would send the damned souls into the furnaces of Hell to be cleansed of their sins. A blast of flames exploded from the house, sending the brotherhood reeling. Ignoring the gasp and moans of his brethren, Ficiant pushed himself up on his elbows. The vision he saw caused him to gape. Even from so far away, he recognized the wings, the flawless form, the
unearthly beauty and grace. Although partially obscured by the smoke and debris, an angel hovered in the doorway of the burning brothel. In his arms, the angel cradled the charred, barely living body of a young prostitute, her face a grimace of pain. Ficiant struggled to focus on the being's face, to properly place the emotion he was seeing there. Was it condemnation? - Vengeance? Or did he spy satisfaction? - Pleasure? These that were punished were not women. They were unworthy wretches, cursed witches who beguiled man with their vile ways. Surely his actions were good and pure! The angel's lips barely moved, but Ficiant heard every word inside his head. The holy being's voice was so pure and melodious, he felt lost in the words and their meaning. A sharp stabbing pain in his elbow – it was broken to be sure – reminded him of his situation. The angel had spoken; he expected a response. Helplessly, Ficiant tried to formulate what he hoped was an intelligent response. “Holy One, what service may I offer you?" He tried to blink the blood and tears out of his eyes; if only he could see properly this wouldn't be so awkward. Warmth and pleasure spread from his loins at the sound of that voice. "My daughters cried out to me in their suffering and anguish. And now I have answered the faint call of my faithful child. What is the meaning of this?" Gasping for air, Ficiant tried to dissemble. "My lord? Your daughters? I thought them to be mere whores, debased creatures of sin and iniquity! How was I to know?" Oh, would he gain the mercy of this heavenly agent? "By their actions they were named whores by you. By their inner-most thoughts they were named my daughters. Perhaps you look on the outside, but I look to the heart." Ficiant's heart was pounding wildly: he thought it would burst from his chest. "No, my Lord, you misunderstand my intent. I wished to burn the sin from these women! I only wished to help their souls find the peace that all deserve! I only wished to make them worthy! Please, my Lord!" "You will be judged, Brother Ficiant – by your own measure." The angel was suddenly hovering over Ficiant. In spite of himself, Ficiant could not help but drink in the unearthly beauty that loomed above him. Silken flesh like the sun flowed over smooth muscles. Flaming wings fluttered in the night. A perfect face full of love and promise of incredible sensation gazed at him. The Brother of Mercy was all too aware of the celestial being's utter maleness, making his own shell seem crude and base. He trembled as the angel bent down to whisper in his ear, shamed and awed at his arousal by the contact. The being's eyes burned with white-hot flame as he proclaimed his sentence. "Well done, my good and faithful son." Master of Pains and Suffering Healer 15/Rogue 10/Shadowbane Inquisitor 10 Large Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A black trident rising out of a lake of fire on a black, inverted triangle Cosmic Rank: 13 (16 in Phlegethos) Hit Dice: 57d8 + 10d6 + 10d10 + 770 (1386 hp)
Initiative: +20 (+16 Dex, +4 Improved Initiative) Speed: 70 ft., fly 200 ft. (perfect) Armor Class: 73 (-1 size, +20 deflection, +16 Dexterity, +19 natural, +9 profane), touch 54, flat-footed 73 Base Attack/Grapple: +60/+76 Attack: Pain’s Pleasure +78 melee (2d6+25 plus 3d6 (fire)/x3 plus 9d6 (fire)); or spell +71 melee touch or +75 ranged touch. Full Attack: Pain’s Pleasure +78/+73/+68/+63 melee (2d6+25 plus 3d6 (fire)/x3 plus 9d6 (fire)); or spell +71 melee touch or +75 ranged touch. Space/Reach: 10 ft. /10 ft. Special Attacks: Aura of Hell, call devils, cleansing, crippling strike, Eternal Torment, Hell’s Fire, Might of Hell, rebuke/command fire creatures 23/day, sacred stealth, smite, sneak attack +8d6, Soulfire, spell-like abilities, spells, Whispers of Pain and Passion. Special Qualities: Absolute conviction, damage reduction 40/anarchic, epic, good and silver, darkvision 60 ft., Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, effortless healing, evasion, fallen, healing hands, immunity to fire and poison, improved uncanny dodge, Infernal Nobility, Lord of the Nine, low-light vision, magic circle against good, merciless purity, Purifying Pain, regeneration 20, resistance to acid 40 and cold 40, righteous fervor, Supreme Sadist, spell resistance 69, trapfinding, trap sense +3, uncanny dodge. Saves: Fort +50 (+54 vs petrification), Ref +56, Will +54 (+60 vs. mind affecting effects) Abilities: Str 35, Dex 42, Con 30, Int 31, Wis 39, Cha 50 Skills: Appraise +20, Balance +47, Bluff +112, Climb +12 (+18 with ropes), Concentration +80, Diplomacy +118 (+116 with good beings, +124 with evil beings), Disguise +71 (+79 when acting in character), Escape Artist +71 (+77 with bindings), Gather Information +112, Heal +94, Hide +36, Intimidate +122 (+128 against evil beings), Jump +36, Knowledge (local [the Seven Heavens]) +30, Knowledge (local [the Nine Hells of Perdition]) +60, Knowledge (the planes) +30, Knowledge (religion) +80, Listen +59, Move Silently +81, Perform (dance) +71, Sense Motive +94, Sleight of Hand +29, Spellcraft +70, Spot +59, Tumble +71, Use Rope +71 (+77 with bindings). Feats: Blind-Fight, Cleave, Combat Expertise, Corrupt Spell-like AbilityB, Dark SpeechB, Devoted Inquisitor, Divine Metamagic (Reach Spell), Extra Smite (x2), Flyby Attack, Force of Personality, Improved Combat Expertise, Improved Initiative, Improved Sunder, Improved Unarmed Strike, Pain Touch, Persuasive, Power Attack, Reach Spell, Sacred Healing*, Staggering Strike, Stunning Fist (19/day, save DC 77), Trustworthy, Violate Spell-like Ability. *For the purposes of Eternal Torment, this feat has a save DC of 60.
Epic Feats: Epic Evil BrandB, Epic Skill Focus (Bluff), Epic Skill Focus (Heal), Epic Skill Focus (Intimidate), Epic Smiting (x2). Environment: Abriymoch, Phlegethos, Fourth of the Nine Hells of Perdition Organization: Solitary (unique), quartet (Belial and three erinyes), or troupe (Belial, Fierana, Gazra and 16 hamatula) Challenge Rating: 61 Treasure: Pain’s Pleasure plus quintuple standard Alignment: Lawful Evil
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It is a common misconception that the Realms Above do not accept physical pain as part of concepts associated with holiness. Most would presume that complete health and wholeness are what the Sarim seek to provide exclusively to all that would follow in the paths of light. Yet, across the Realms Above, particularly in the Seven Heavens, there is the recognition that the need to struggle is often an essential aspect of recognizing the value of joy, freedom, justice, or any combination of the three. The need to struggle, to experience discomfort in pursuit of righteousness strengthens the soul and builds endurance of the spirit. It broadens the appreciation of what has been achieved and ensures that nothing is taken for granted. Pain is not experienced for its own sake and certainly not because pain is perceived as good in and of itself or to the delight of others. The pain is merely a byproduct of the difficulty in training the body to exceed its accepted limitations. In the Realms Above, more so that any place in the Cosmos, the body is expected to be a servant to the soul and, in order for the soul to grow and become stronger in its holy conviction, the body must be made to move beyond what is often expected. Whether through fasting, rigorous exercise, or chastity, the carnal must be moved aside in order for the spiritual to extend into the Light From on High. Thus, pain is a necessary component in those seeking to grow firmer in their resolve to goodness. In the end, however, the pain will disappear as the body learns to transcend its limitations and as the soul expands and assumes greater oneness with the body. Pain is the resistance of the carnal to the spiritual and for those who overcome that resistance, the soul and the body ultimately benefit. It is for this reason that angels rarely directly get involved in the physical aspects of mortal existence. Having by and large transcended the carnal, angelic beings can scarcely comprehend the limitations that mortals accept in their own lives. Still, if gods can seek physical experiences despite their almost entirely spiritual natures, so too can angels. The vast majority of angels limit their carnal experiences to simply living among mortals, dining, exercising, and loving in a purely mortal sense. Those that experience the mortal way do so in order to better guide mortals on the path of righteousness. Unfortunately, there have been those who scoffed at mortals’ weaknesses and needs. These angels, initially curious or perhaps even envious, took their first tentative steps into abuse and cruelty at the expense of mortals. Among the first such angels were those known as the Voyeurs. These angels, led by Semyaza and Azazel, looked on mortals as small, weak things beholden to their own fleshly lusts. For the Voyeurs, the desire was to force mortals to literally worship them, to become dependant upon them. As suddenly as the Voyeurs perversions began they were ended when they were cast out of the Realms Above by the Celestial Hosts. Still, there remained others who still wished to know mortals and, by knowing them, control them. Chief among these was one of the greatest kerubim, Belial. Belial was a powerful servant of the Virtues of Heaven, although he was not associated with any one in particular. Instead, he served as the greatest healer in the Heavens, granting knowledge and wisdom to other angels as they flew like motes of light across Creation, bringing relief and health to those infested with the darkness of the Depths Below. Belial was offered the status of seraph countless times, but always refused. He was
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perceived as the most honorable and beautiful of the angels for his humility as he claimed that he could not in good consciousness abandon the mortal coil that relied on his healing hands. And indeed, Belial was beautiful even if he did not have the same powerful force of personality exhibited by Beelzebul; there were none as glorious to behold as Belial who was also known for his chasteness, for his only pleasure was said to be seeing the relief on the face of those to whom he brought peace. Cults dedicated to Belial blossomed across the mortal coil and even into the Realms Beyond themselves as mortals who had been touched by Belial sought to spread news of his pity and mercy to all that would hear. And, although Belial deplored such adoration, even the Seven Virtues could find little fault with the mortals who sought to recognize the kerubim that healed them. Belial was the silent hero, the friend to all, and among the most blessed of the Celestial Host. He was also the greatest liar and darkest threat to ever reside in Heaven. It is not known when it occurred or how, but Belial was evil long before The Great Fall. To this date, not even Asha, the Virtue of Justice, knows how Belial managed to conceal his perversion from the rest of Heaven. It is now known that Belial’s routine declines for advancement to seraph status as due to his desire not to be any closer to the Virtues than necessary, who – after a short period of time – would have quickly ascertained his true nature. Belial’s nature was to bring pain and torment to all in Creation, but especially mortals. There is no doubt that Belial offered healing to mortals throughout the Cosmos and that he did indeed provide that healing. What healing he granted was only after he tortured those that depended on his mercy, on his gift. He would make them commit all manner of vile acts to be free of their afflictions. Yet this was but the pale beginnings of Belial’s sins. The Lord of Light, as he was called in Heaven, sought to impose a strict guideline for living based upon his own ideals. Mortals, to Belial, were little more than vermin. They were created to serve and nothing more. However, they could not serve properly if they were not forced to constrain themselves, to live precisely as Belial thought they should live. Mortals possessed too many freedoms, too many choices. Belial was not interested in creating perfect slaves, empty of their individuality, as Beelzebul was; rather, the Lord of Mercy wished to see mortals forced to abandon their wants, knowing what they have lost, and serving those greater than themselves. The best means to accomplish this was to constrain their carnal desires, to strip them of their ability to control their own bodies. Pain was the best means to accomplish this. Through suffering and torment, mortals would learn to do what they were bid. Through occasional treats of mercy and pleasure, mortals would be the well-behaved pets, currying to their master’s desires for fear of pain. Belial represented an obscene twist on what the Realms Above taught about suffering. For Belial, suffering was as much the goal as the means, for the eternal threat of pain resulted in the kind of behavior he desired. Perhaps most troubling of all, Belial equated pain with love. Love was an illusion as far as Belial was concerned, a weakness of dependency on others. Unlike Semyaza and the others who preceded him, Belial did not want mortals to depend on him as much as he wanted them to fear him. Sex, perhaps the most intimate aspect of carnal independence, became a tool, a weapon, for Belial to force mortals to do his bidding. The body
would be punished in the very same way it would be pleasured for rape was just another form of power and Belial learned this well with his millions of victims prior to The Great Fall. There is no love, just obedience. There is no independence, just servitude. There is no Heaven, only Hell. It is unclear at what point suspicions began to arise concerning Belial. It is now known that he had so thoroughly created dread in his victims that they would not ever divulge what they had experienced to their gods. While Belial was cautious not to oppress clerics and other divine servants, he knew that upon death, the memories of life would be purged from new petitioners, disappearing into repositories in the Realms Above or being devoured elsewhere across the Cosmos. The Virtue of Justice, Asha, became wary of Belial’s growing legend and was beginning to investigate when the uprising started with Eblis and Beelzebul. Believing that he had nothing to lose, Belial joined with them, revealing his true nature. Arrogantly, Belial released his miserable slaves from their bonds of silence, allowing them to finally reveal the torment they had undergone. Belial hoped that his outburst would cow the Bastions of Righteousness. Instead, they redoubled the efforts of those angels that remained true and Belial soon found himself the personal target of the Celestial Hosts. He was seen finally in the correct light as a fiend and predator, anathema to all that is good and holy. When The Great Fall occurred, Belial fell the swiftest and the hardest, becoming the first to land in Hell due to the great weight of his evil. Like the other leaders of the celestial insurrection, Belial was called to the fortress Malsheem in Nessus where he stood before Asmodeus, King of the Nine-fold Realm. There, Belial finally witnessed a being that could appreciate what he himself represented, a creature that could respect what he sought. Second only after Beelzebul, Belial knelt before The Overlord of Hell and was damned as a Duke of Perdition. Furthermore, Asmodeus offered Belial an opportunity to acquire even more power in the Fourth Perdition, suggesting that the environment would be to his liking even if he served under the original ruler of Phlegethos, Adrammelek. Belial was not displeased with Asmodeus’ suggestion. Phlegethos was more than to Belial’s liking: it was the physical personification of all that he represented. Although Phlegethos was a place of intrigue and brutal sophistication, it was also the center of purification and punishment in Hell for here boiled the Lake of Fire and Brimstone. Here, all of what Belial sought to impose on mortals in life could be forced upon them in the afterlife. All he needed to do was eliminate a simple threat to realizing his perverse dreams: Adrammelek The original Lord of the Fourth had long since abandoned his purely Lawful Evil nature in favor of Neutral Evil in a desire to ascend into true divinity rather than remain subservient to the will of The Overlord. Unfortunately for Adrammelek, he could not serve two masters (namely, himself and Asmodeus) and the King of Hell could not tolerate a less than Lawful nature ruling one of his Perditions. The arrival of thousands of fallen angels was just what he needed to institute some adjustments to his fiefs and Belial would be a far more appropriate Lord of the Fourth. Thus, through Martinet, Asmodeus granted Belial with information and some of the resources he would need to lead a successful coup against Adrammelek. Belial revealed to the various devils of
Phlegethos the disease of Chaos that Adrammelek had allowed into his being and promised these devils a place in a new order if they would follow him. He promised sweet pleasure and greater adherence to law and order in the Fourth. Belial even laid bare his soul to reveal that he was telling the truth, a seeming sign of weakness to the politically savvy Dukes of Phlegethos. The Dukes, viewing Belial and his Fallen allies as easy prey for the future, agreed to aid him in destroying Adrammelek only if Belial faced the current Lord of the Fourth alone. Before Adrammelek was aware of what had happened, he found himself without allies when Belial and his Fallen fell upon Abriymoch. Even as the Fallen decimated the few devils loyal to Adrammelek, Belial confronted the original Lord of the Fourth. Filled with newfound power from the depths of Nessus, the two did battle, one of the few such conflicts among cosmic entities in Hell. Belial quickly gained the upper hand and was prepared to slay Adrammelek when the wily hellspawn fled for his life, never to be seen in Hell again. Belial retained the power he had received and was swiftly named the new Lord of the Fourth. When the Dukes of Hell emerged to demand their reward for their support, they received it. Belial never lied to the Dukes, but after dealing with Adrammelek for so long, their greed and their complacency blinded them to Belial’s simple double-speak. Belial said that the pleasure in Hell was a new rule in Phlegethos in which pain and suffering would strengthen Perdition’s cause. He ordered most of the Dukes cast into the Lake of Fire and Brimstone wherein they would suffer and burn until they became slaves to Belial’s wants. Soon to be recognized as the Master of Pains and Suffering or the Dark Light of Hell, Belial granted Duke of Hell status to those Fallen who were bound to his will, eager to do anything to escape his punishments. His status in Phlegethos solidified; Belial was a Lord of the Nine. Like his former leader Beelzebub, Belial hoped to expand his authority throughout Hell. He looked to both the Third and Fifth for possible incursions. Belial swiftly earned the enmity of both Mammon and Geryon and found himself forced to accept occasional aid from Beelzebub as a result to stave off the predations of both more experienced Lords. However, Belial proved as capable of taking what he delivered and revealed great talent as a general and diplomat, enough to convince Mammon to leave well enough alone for most of the eons preceding the Dies Irae. Such would not be the case with Geryon, against whom Belial would engage in a persistent, yet subtle, war. Belial’s desire to spread his oppressive nature across the mortal coil did not prove as successful as he would have liked. Belial found that any indication of his presence resulted in the immediate reaction of the Realms Above. Nevertheless, Belial oppressed many mortal worlds through pain and torment, fathering many children in the process. Among these offspring would be Fierana, whom he actually sired before The Great Fall. Although devoid of anything as pathetic as love for his daughter, in her Belial saw a great source of power, pleasure, and potential. One of a few made into Dukes of Hell, Fierana proved to be the only child of Belial that would become an arch-devil. The other children are relegated to positions of authority in Phlegethos, fearful of their father’s power and knowing that at any time he may call them to service him and suffer his vile touch. Belial is likely the most feared among the Lords of the
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Nine. While Leviathan is the most hated, largely because it is obvious what he wants to do to the others (destroy them), none – not even Beelzebub – truly know what Belial is thinking. It is known that Belial seeks to oppress, that he wishes to torment others into servitude; simultaneously, Belial comes across as a constant friend, a shining light in the depths of Perdition. His beauty is such that all the other Lords, knowing full well the extent of his depravity, find it difficult to equate his evil with his appearance. Only Asmodeus has the ability to cow the Lords in such a manner, and that Belial should exhibit such ability engenders great fear. On the other hand, all Belial sees when he looks at his fellows are pressure points, orifices, and weak spots, areas ripe for his abuse and manipulation. Just as he is the most beautiful of the Lords to behold, he is also the most purely evil. Unlike Adrammelek and Sammael, who allowed too much Chaos into their beings, Belial’s evil is composed not of Chaos but by his natural inclination to focus on the Evil aspect of his soul rather than the Lawful. Belial believes whole-heartedly in order and regulation; however, to the Dark Light, order comes after suffering. Within Phlegethos, Belial is rarely seen beyond Abriymoch. Before the Dies Irae, Belial was regularly seen across the Perdition, rallying troops for incursions into the mortal coil or into Stygia. He often traveled to neutral locations to meet with his diabolical allies, Astarte, Beelzebub, and Moloch, to discuss new attempts to increase their holdings. Belial was steeped in intrigue almost as deeply as the Lord of the Flies. With the Dies Irae, this proclivity ceased. For reasons Belial has yet to discern, Asmodeus commanded that Fierana share the rulership of Phlegethos with him in order to retain his regency. Belial had no choice but to accept, but upon returning to the Fourth after the Dies Irae, he made it clear to his daughter – who did not receive greater power from Asmodeus despite her “promotion” – that he was still the true Lord of the Fourth. In order to reduce any further problems from his liege, though, Belial receded into the background of Phlegethos, allowing Fierana to take the spotlight and grow in political power. Even in this, Belial has found the means to increase his strength. There are many in the Fourth Hell that believe that Belial has fallen yet a second time; these fools do not realize that Fierana does nothing without Belial’s leave for fear of the pain he will visit upon her. What is more, Belial can conduct his designs on the mortal coil with limited interruptions since he takes very little active role in the intricacies of the layer. Across the Cosmos, many have thought for centuries that Belial was dead and focused their attention on Fierana when signs would otherwise point to Belial. The Arch-Duke of Phlegethos can engage in all manner of torture, any retaliation directed against his daughter. Watching her in pain thrills Belial to no end; still, he is cautious with her as he knows that, eventually, Asmodeus’ goal with her will be revealed. Aside from Fierana, Belial has limited dealings with the rest of the Phlegothan court. While Fierana manages matters on the cosmic end of things, the governor of Abriymoch, Gazra, deals with the city and – to a limited degree – aspects of court. Belial is aware that Gazra has some sort of interest in Fierana beyond traditional lust but he is incapable of suspecting that the pit fiend is in love with the Arch-Devil of Passion. Of course, Belial dwells little on Gazra, even while knowing that the pit fiend hates and seeks to unseat him. Belial knows that when the time comes and Gazra attempts his coup, he
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will not only fall, but he will never cease to die, existing in torment until the End of Days for his insolence. Belial continues to maintain close ties with Beelzebub, the Lord of the Seventh. Belial is well aware of the spies that his former leader has scattered across Phlegethos and silently allows them to remain for the time being. Belial knows that in a war of intrigue he is no match for Beelzebub. However, he also knows that Beelzebub needs him a great deal more than ever before due to the fall of their allies, Astarte and Moloch. Belial rightfully assumes that Beelzebub would not use his spies to weaken Belial’s control and that he would have no means of controlling Phlegethos through Fierana since she is so utterly dominated by her father. Belial views Beelzebub as a failure, but not to the same degree that he views Dispater, Mammon, and Mephistopheles as fools. To Belial, the devils true are impotent fools with no sense of vision and without the will to accept the pain necessary to take the necessary actions to rule. Yet, with the return of Leviathan to Stygia, Belial has been forced to consider a threat far different from that of either Mammon or the Fifth’s former ruler, Geryon. With Leviathan, Belial suspects that he may well have a foe that could threaten him were he ever freed from his icy prison. Indeed, shortly after Leviathan’s appointment as a Regent, Belial sent troops into Stygia to test the Prince’s mettle. Not a one returned. To date, the two have only interacted when they have been called to Nessus. Lilith likewise views Belial as a foe, partially due to his association with Moloch, partially due to his desire to oppress the weak. While Belial wants to oppress creatures of any (or no) gender equally, Lilith has noticed that most of those that Belial tortures are women. While she has no love for women, her attitude is that males should suffer more. Belial views Lilith as ideal for domination, suspecting that she would have never returned to regency had he been the Fallen to have taken Malbolge; he is eager to test his theory. Aside from the Lords, the only other powerful diabolical figure with whom Belial has any dealings is Semyaza, the ArchDevil of Sensuality. Belial craves after the Voyeur, hoping to take him and consume him. Belial has made many offers to Semyaza over the centuries in the form of lucrative deals to rule by his side in Phlegethos. Semyaza has wisely declined all offers (never in person) and remains as far from Phlegethos as possible despite his own cravings for Belial. Like Dispater, Belial is heavily invested in the mortal coil. While Dispater wants to corrupt mortals by eroding their ethics, Belial wants to own their flesh, their physical being, and make them suffer in servitude. Much of this desire rests with Belial’s hatred for the Realms Above and their divine allies who created mortals; however, as much rests with the fact that Belial loves to abuse those weaker than he. More than any other Lord, Belial has traveled to the mortal coil where he has brought untold misery to countless millions. It is for this reason that Belial likely has the most enemies beyond Hell. Chief among these are the Virtues of Heaven. All detest Belial to the last and seek to make him pay for his evil. Likewise do the Heralds of Holiness and the Defenders of Freedom loath Belial. Indeed, his greatest adversary among the Bastions of Holiness is probably Sanoi, the Holy Mother herself, as Belial is her clear opposite. While she champions freedom and love through physical pleasure, Belial seeks to oppress and damn those through physical torment. Belial has, for his
part, wisely avoided a direct confrontation with the Divine Feminine. Belial has enemies among the Scions of Anarchy and counts the apathetic Nether Fiends as foes. He likewise hates the demons of The Abyss; however, he has an unsaid competition with the Demon Prince of Shadows, Graz’zt. These two creatures of lust have likewise never met in person, but keep tabs on each other’s conquests. It is believed that Graz’zt is slightly ahead of Belial in terms of personal accomplishments while the Lord of the Fourth has corrupted far more souls through association than the Dark Prince. Belial is the most beautiful creature in Hell and one of the most beautiful beings in Creation. He appears as a tall, broad shouldered, slender but athletically built man with delicate facial features, high cheekbones, cleanshaven face, and large, burning-red eyes. His skin seems to be made from white flames, and a brilliant nimbus of orange flames surrounds his head, mimicking hair. Two pairs of great flaming wings burst from his back. Belial moves with a grace unsurpassed by most and speaks in a deep, lustful voice that is simultaneously pure and leaking with the greatest evil. The Lord of the Fourth dresses in black leather outfits that leave nothing to the imagination. He always carries Pain’s Promise, his trident that he routinely stabs himself with to ensure that he never grows soft in accepting pain. It is rare to see Belial mad. Indeed, it is said that when Belial offers his warmest smile that the souls of Phlegethos will soon howl in anguish. Belial often smiles.
Combat Belial has no qualms about entering combat; he does not fear pain and loves to prove his superiority over others, toying with them and eventually dominating them. He often begins combat by activating the adoration aspect of his Aura of Hell (a free action); he enjoys seeing creatures fighting over him, and so is not unpleased should only a portion of the enemy succumb to the aura. If the number of foes unaffected by the aura significantly outnumbers those who are affected, the Dark Light of Hell will move close enough to affect Sacred Healing on as many foes as possible, forcing them to save against his Eternal Torment power. Those who manage to save are targeted with attacks designed to inflict damage as quickly as possible and leave lingering pain, further boosting the Lord of the Fourth’s efficacy. Rather than trying to lessen his own chances of being hit by means of Combat Expertise, Belial will instead Power Attack creatures with a lower armor class, coupled with judicious uses of smiting and blasts of Hell’s Fire, aiming to deal more than 400 points of damage as quickly as possible so as to activate his shield as per Supreme Sadist. Particularly strong foes can be assured of Belial using his Whispers of Pain and Passion on them, usually after he has first used the Might of Hell to put a dimensional anchor in effect in a 1,260 foot radius. His intent is to have all his foes helpless so that he can call in an assortment of devils, strip his foes of all clothes and gear, shackle them in the most humiliating positions possible, and then abuse them to demonstrate his power. It is not unusual for him to spend some time breaking more powerful foes, leaving them a shell of what they once were and markedly insane for what they have been put through, before offering them Soul Fire and a chance to
feel whole again by means of dominating others. At other times, he merely throws such captives into the Lake of Fire and Brimstone, denying their souls rest and condemning them to Hell. Aura of Hell (Ex): Belial’s Aura of Hell can affect all creatures within 900 feet of him, with a Will save DC 60 (DC 69 in Hell) allowed to negate the effects. Apart from the usual Cower and Induce Fear effects, Belial also has the option of an Adoration effect, as described below. Adoration: Belial’s celestial beauty causes beings affected to defend him from all harm to the best of their ability. They immediately attack anyone who attempts to harm Belial in their presence. Call Devils (Sp): As a move equivalent action, Belial can call devils. Belial may call, up to nine times a day, a Duke of Hell, 9 pit fiends, or 18 or any lesser type of devil; devils so called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Despite the fact that Belial is not a coward, he enjoys watching others writhing in misery and pain. As such, he is quick to call devils if he suffers more than 200 points of damage. Belial favors hamatulas due to the amount of blood their victims shed when struck. However, he will not hesitate to call on a pit fiend and a squad of cornugons if he is pressed. Finally, Belial has a mental link with his daughter, Fierana, and can call her once per week. Diabolical Empowerment: Belial uses his Charisma modifier for all special abilities and special qualities involving a mental ability. Eternal Torment (Ex): Belial retains his heavenly healing abilities, but they have been tainted by his sadism. When he casts any healing spell (or uses a spelllike ability or supernatural ability that mimics a healing spell), the target must also succeed on a Fortitude save against the spell or suffer a horrid wracking pain. The victim is rendered helpless for four minutes as they are doubled over in incredible agony, supernatural flames bursting from his pores and orifices. The burning flames blind the victim as per the blindness spell, and the victim is also considered slowed during the effect’s duration. While this lasts, the victim is covered in white-hot flame that rejects healing attempts. Any such spells or effects cast on someone suffering from Eternal Torment cures no damage, instead dealing an amount of damage to the caster equal to what they would have otherwise healed. Thereafter, every time the victim is threatened, he must make the save again or suffer the effect once more. This persists until the victim has made four consecutive successful saves. For the purpose of this ability, being threatened is defined as being forced to roll initiative, make an opposed skill check, or make a sudden out of combat save. Belial cannot choose when Eternal Torment occurs; it happens every time he uses a healing spell, spell-like ability, or supernatural ability, including when healing himself. Hell’s Fire (Su): Belial may use Hell’s Fire 23/day, a 10 ft. wide line of diabolical energy dealing 23d12 points of damage, up to 2000 feet away. Victims receive a Reflex save DC 60 for half damage. Belial’s Hell’s Fire appears as a line of scalding, red liquid surrounded by orange and yellow flames. The liquid is said to be his seed, although some insist that it is simply blood. Infernal Nobility (Ex): As the Lord of the Fourth,
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Belial has a status equivalent to that of the gods. Belial possesses a virtual divine rank of 13. While in Phlegethos (and anywhere else on Hell that Asmodeus allows), Belial functions as a greater god with a virtual divine rank of 16. The Might of Hell (Su): Belial’s presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Belial may unhallow an area equal to 1260 feet (associated spell effects function as though caster level 51st). Purifying Pain (Su): Belial may attack, harm, or order suicidal actions of those charmed or dominated by him without breaking the spell effect. Soul Fire (Su): Those with the power and inclination – and desiring more power over others by means of pain and affliction – will seek out and summon the Dark Light of Hell. To such creatures (and often those with whom he beds), Belial offers the boon of the Soul Fire. A creature under the influence of the Soul Fire gains the following benefits. First of all, she becomes exceptionally beautiful for her race (in game terms, her Charisma score gains a profane bonus sufficient to place her as if they had rolled an 18 for Charisma before adding racial modifiers; thus a human that had an initial score of 11 would gain a +7 profane bonus to Charisma, even if inherent bonuses and level bonuses to Charisma had raised her score above 11 before gaining the boon). She also becomes exceptionally cruel, willful, and able to intimidate others through threat of pain, gaining the benefits of the Epic Reputation feat even if she would not normally qualify for it (if she has already taken, or subsequently takes the feat, the benefits stack). She cannot be magically aged and never appears a day older than in her prime; indeed, the Soul Fire means that the creature no longer needs to eat or drink or even sleep (although if a spellcaster, she still requires eight hours of rest before preparing or regaining spells), and does not take penalties to ability scores as she ages (although she still dies when her time is up). The Soul Fire must be fed, though, at least once every four days, a fact of which the summoner is most cognizant. It requires fuel, fuel in the form of pain. Those blessed with it tend to become both sadists and masochists, their attitudes becoming more and more like the Master they have taken. In each four-day period the beneficiary will harm themselves (by means of ritual cutting as part of prayers taught to them by Belial when Soul Fire is conferred) or others; each +1 part of the profane bonus to Charisma requires 4 hp damage to some other creature under the beneficiary’s control (such as through magic or imprisonment, or simply through fear), or 8 hp damage if the beneficiary is instead harming herself. The beneficiary cannot be magically healed of this damage, and fast healing or regeneration likewise does not heal it; others harmed heal normally. To continue to gain the benefits of the Epic Reputation feat as well as no longer aging, needing to eat, drink or sleep requires psychological damage dealt to another creature of no less than 4 points of Wisdom (if you are using Sanity rules, 12 points of sanity damage). This is most easily done through emotional, sexual and physical abuse all combined into one. Each day that the beneficiary feeds the Soul Fire in this manner, her alignment shifts one point along the alignment axis towards Lawful Evil. Once the creature has become Lawful Evil, the Soul Fire consumes the last of her soul, and she remains a soulless husk, empty and yet devoted to that emptiness. Should
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she, in that soulless state, cease to feed the Soul Fire for more than four days, her life immediately ends with no hope of resurrection under the hands of any save (possibly) an overpower. A summoner can opt to increase the profane bonus to Charisma at the time of the granting of the Soul Fire boon; Belial can grant up to a +9 bonus in all, and can likewise increase the bonuses granted by Epic Reputation to up to +9. For each additional bonus granted the requirements in terms of feeding the Soul Fire double (note that two doublings equal a tripling and so forth). Thus a creature that was not satisfied with a +7 profane bonus to Charisma could increase that to +9, requiring that she also feed the Soul Fire by dealing 48 points of damage to other creatures, or 104 points of damage to herself (base bonus of +7, multiplied by 4, plus additional bonus of +1 multiplied by 8, and additional bonus of +1 multiplied by 12). Alternately, having Epic Reputation increase its benefits from +4 to +6 would require that she inflict Wisdom damage of 9 to another creature (or 27 points of sanity damage). Summoners that opt to increase the benefits in this way are also rewarded with the ability to cast the epic spell tyranny as a spell-like ability once per year. A creature under the influence of Soul Fire feels hotter than usual for its race, and, if gazed upon under the effects of true seeing, appears to have flames of fire in place of eyes. Scholars suggest that the Soul Fire is a manifestation of the Lake of Fire and Brimstone within a creature; it certainly appears to embody the same principles. This much is true, though; for each creature that succumbs totally to the Soul Fire, Belial’s power increases. It is no surprise to note that many of Belial’s greatest dominators (see Chapter 3) are under the effect of the Soul Fire. Spell-Like Abilities: At will – animate dead, baleful polymorph, blasphemy, charm monster, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, remove curse, remove disease, remove fear, restoration, resurrection, speak with dead, suggestion, symbol of pain, unhallow, unholy aura, unholy smite, wall of fire; 9/day – burning hands, destruction, fire elemental swarm, fire seeds, fire shield, firestorm, greater restoration, incendiary cloud, meteor swarm, produce flame, resist fire, true resurrection; 6/ day – accursed, hellball, oppress, tyranny; 3/day – blade barrier, waves of fatigue, wish; 1/day – earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 51st; save DC 39 + spell level. Belial also casts spells from the Fire Domain; these are included in the list above. He can command or rebuke creatures with the fire subtype (or turn/destroy creatures with the water subtype) up to 23/day. His turning check is 1d20 + 20, with turning damage at 2d6 + 51 + 20 (Belial is treated as a 51st level cleric for this ability. Spells per day: Cleric: 6/9/9/7/6/5; Caster level 51st (caster level 52nd for spells with the Evil or Lawful descriptor); DC 33 + spell level. Spells typically prepared: 0 - cure minor wounds (x2), mending, resistance (x2); 1st – cure light wounds (x4), deathwatchE (x2), divine favor (x2), protection from chaosD L; 2nd – bull’s strength, calm emotionsD, cure moderate wounds (x2), eagle’s splendor
(x2), resist energy (x2), spiritual weapon; 3rd – cure serious wounds, invisibility purge, magic circle against chaosD L, mass lesser vigorCD, masochismVD E, sadismVD E , wrackCD E; 4th – assay resistanceCA, cure critical wounds (x2), damning darknessVD E, order’s wrathD L, poison; 5th – blistering radiance CA, dispel goodD E, greater vigorCA, mass cure light wounds, true seeing, wall of stone. Healer: 6/10/10/9/9/8/8/6/5; Caster level 55th; DC 39 + spell level. Spells typically prepared: 0 – cure minor wounds (x5), deathwatch; 1st – cure light wounds (x9), goodberry*; 2nd – cure moderate wounds (x4), delay poison, remove blindness/deafness, remove disease, lesser restoration (x4); 3rd – close woundsM (x3), cure serious wounds (x3), neutralize poison, restoration, status; 4th – cure critical wounds (x3), death ward, freedom of movement, mass cure light wounds (x3), panaceaM; 5th – mass cure moderate wounds (x3), raise dead, revivify (x3), true seeing; 6th – greater restoration (x2), heal (x4), mass cure serious wounds, regenerate; 7th – mass cure critical wounds (x4), repulsion (x2); 8th – discern location (x2), mass heal (x3). CA
Found in Complete Arcane Found in Complete Divine D Domain spell E Spell with the [Evil] descriptor L Spell with the [Lawful] descriptor M Found in Miniatures Handbook VD Found in Book of Vile Darkness * Eternal Torment applies to those who eat any berries Belial has affected with goodberry CD
Supreme Sadist (Ex): Belial draws power from the suffering of others, eagerly seeking to cause more pain and suffering. The Lord of the Fourth receives a +1 bonus to his attacks for every 5 points of damage he has dealt to every creature with 60 feet of his person. For every creature within 60 feet of his person who is currently under the effects of a pain effect (whether one Belial has caused or not), Belial receives a +1 bonus to melee damage per spell level of the effect. These bonuses disappear if the creatures move more than 80 feet away from Belial, cure their hit point damage, end the pain effect, or die. Furthermore, Belial is able to draw upon the pain he has inflicted to shield himself. For every 400 points of damage Belial deals, he may activate a personal force shield once per day. This shield absorbs up to 200 points of damage from all sources directed against Belial before collapsing. While the shield is active, Belial’s regeneration rate is doubled. An aggressor dealing melee damage to the shield must succeed at a Fortitude save DC 60 or be disarmed and knocked prone as pain spasms through his limbs (a deity or cosmic entity is immune to this aspect except upon a successful opposed rank check). The shield is immune to negative energy damage, but takes double damage from positive energy such as cure or heal spells. Belial cannot adjust the shield to ignore attacks to which he is immune. Whispers of Pain and Passion (Su): Belial knows how closely pain and pleasure are tied and he has the ability to blur that distinction in the minds of lesser creatures. Nine times per day Belial can Whisper to any and all beings within 400 feet of him, or within 400 feet of his remote sensing ability; a creature does not have to hear the Whisper to be affected, as the effect is communicated telepathically as well as verbally. Each creature that “hears” the Whisper feels racking pain across their bodies, growing worse as time goes on. This pain deals a
cumulative 4d6 points of damage each round that Belial continues the Whisper (a free action that prevents him nonetheless from further spellcasting or activities that have verbal requirements) and a cumulative –1 penalty on all checks and rolls. Thus a creature exposed to Belial’s Whispers for four rounds would suffer, in the fourth round, 16d6 points of damage and a –4 penalty on all checks and rolls. Any creature within range of the Whispers can make a Fortitude save DC 60 to halve the damage and ignore the penalty for that round. Note that the damage caps at a maximum of 16d6 points of damage per round, and the penalty caps at a maximum of –9. Belial’s Whispers do more than inflict pain, however, for Belial’s intent is far more insidious than to merely harm others physically. Each round that a creature is within range of the Whispers, it must also make a Will save DC 60, or believe that the pain it is experiencing is deserved. So strong does a creature feel this that it will actively try to resist being healed, and, if healed, will do all in its power to re-inflict the damage originally caused by the Whispers on itself. Failure of this Will save also means that the creature will no longer attempt to resist the affects of Whispers of Pain and Passion, suffering the full damage and penalties for each round within the effect. A creature affected in this manner comes to experience pleasure from pain, both that it has experienced itself, as well as by harming others. It will seek out means to cow and dominate others in order to satisfy its newfound sadistic desires. Each day it feels compelled to inflict physical pain equal to the damage it took from Whispers of Pain and Passion, or psychological pain (in the form of Wisdom damage) equal to the total penalty inflicted by the Whispers (through torture, rapine, etc). In doing so, the creature feels fulfilled, experiencing a type of sexual pleasure, and granting the creature a morale bonus on all checks equal to the ongoing penalty from Whispers of Pain and Passion, as well as temporary hit points equal to the amount of hit points lost due to Whispers. This is the only way that the creature can feel whole, although a miracle followed by remove curse, atonement and greater restoration can end the effect, so long as the caster succeeds on a caster level check against DC 62. Deities and cosmic entities are immune to the psychological aspects of Whispers of Pain and Passion except on a successful opposed rank check. Pain’s Pleasure: Belial carries this trident made of white-hot flame with him at all times. In addition to functioning as a +7 trident of fiery blasting, those struck by it must succeed at a Fortitude save DC 60 or suffer the effects of a symbol of pain. Those who strike Belial in melee suffer half of the damage they deal him. Damage dealing spells that harm Belial backlash against their caster for 1d4 per caster level.
Summoning Belial In summoning Belial, the prerequisites are quite simple: pain and suffering in the name of the Lord of the Fourth, though he demands that this is done is a precise fashion. The room into which the Dark Light of Hell is summoned must bear the anguish of forty days and forty nights of torture and abuse, all at the hands of the chief invocant. The blood-stains on the walls should bear mute tribute to the lengths that he went to in order to perpetu-
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ate order in his realm, and the depths to which he understands the need for pain and suffering to bring that order. The gibbets of dried, desiccated flesh hanging from hooks, pokers and other cruel implements should underscore the psychological and spiritual abuse that was perpetuated in that place. The cold stone floors must be carpeted with the still living, anguished bodies of those whom the invocant has proved his domination over; they must be commanded to say nothing throughout the process of bringing Belial to the Prime, with any infractions swiftly punished. Two thirds of them must be absolutely naked and chained or tied into place, their contortions used to create some of the required symbols and writings necessary for the summoning. The remainder of the slaves so used must be dressed in leather harnesses, masks, and similar perversely sexual clothing, and must be tied into place so that they are forced into almost engaging in perverse acts, whilst simultaneously restraining any of them from indulging any dark desires. If the invocant is using a summoning circle it, along with the other sigils and diagrams necessary for the invocation, must be inscribed directly onto the flesh of the creatures underfoot; note that the diagrams must be freshly inscribed, and not merely tattoos or scars from previous invocations. At four points around the room an additional prisoner must be strung up, so that he (or she) is spread-eagled with his hands tied to feet, his face to the center of the room through his parted legs. A symbol of pain must be inscribed in the flesh upon each of these four prisoner’s backs, and they must be gagged so as to prevent speech. Each gag should bear the infernal symbol representing obedience in speech. Note that each prisoner must be comely (at least Charisma 16), and of noble birth or high station. They should be outfitted with leather masks (including gags), gloves and boots, but nothing that conceals the loins and the humiliation of exposure. Rare incenses are then sprinkled over the wounds that form the circles, sigils and symbols needed for the invocation, so that a fire is set in the flesh. As per the commands, the prisoners must restrain their cries, but whimpering behind clenched teeth is the symphony to which Belial arrives. The very center of the room, an area 16 feet in radius, erupts in white-hot flames that sear the souls of those prisoners in that part of the room, though it does not physically harm them. Even with commands to keep silent, they will almost certainly have no choice but to scream out in pain and anguish. In the midst of these flames, Belial coalesces, his mighty wings shimmering with a heat too terrible to imagine, and his beauty more scorching than that of the sun at noon. His very presence heightens any and every pain, always to the very threshold of unbearability, and somehow keeping every creature in the room from slipping over the edge into the relief of oblivion. Belial spends the entire audience moving about, treading carefully so as to inflict as much pain as possible with each step, whilst still appearing to be the epitome of grace and poise. He will deliberately stop proceedings to physically and sexually abuse the four strung-up prisoners from time to time, with eyes that tell the invocant that he may be but a step from such a fate himself. He demands that the invocant likewise perform obscene acts to demonstrate the obedience instilled in the slaves present. If satisfied in the behavior and desires of the invocant, he will offer Soul’s Fire as a boon. Rare indeed is the invocant who, having come to that point, does not take up the
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offer. Being who he is, Belial does not waste time “bargaining” with those he believes do not deserve his attentions. Instead, he will promptly restrain – either mundanely or magically – the invocant, violate him, inculcate in him a sense of worthlessness, and then leave him to determine what was done wrong. As many of those abused do, such an invocant will generally try the invocation again and again as soon as possible, either to succeed and gain the blessing, or at least to experience again the torment that has become the center of his life. Belial leaves in a cloud of fire that rises suddenly towards the ceiling, before raining down in a scorching white liquid ash on the backs of those beneath, spraying them with his searing seed.
LEVIATHAN, Lord of the Fifth The room was dark and silent. Outside, a heavy rain poured from the night sky and beat against the tiled roof above. Open windows let in the chill, vaporous air of the storm. Every now and then a flash of lightning crackled across the sky, to be answered in kind by a thunderous boom. Phaeton knelt in the middle of the floor, his shoulders moving up and down slowly, his arms holding tightly to a still form. No sound escaped his lips, save for a keening that rose with each bolt of anger in the sky, and which ended with a strangled cry each time the thunder quieted. A dark stain was drying on his hands, across his forehead, through his clothing, and across the floor; the elf, normally so fastidious, did not notice and did not care. Lightning flashed so close that it must have earthed itself just outside the window, drawing Phaeton’s tearstreaked face up from that of the child he held. “Speak to me,” he whispered. Thunder crashed again. “SPEAK TO ME!” he demanded in grief and a rage, shaking the body he held; it flopped about like a rag doll. Slowly, Phaeton got to his feet, proceeding to drag the child quickly, purposefully towards one of the windows. Leaving the body momentarily, the grief-stricken elf tore a curtain from its place at the window, before kneeling again to hold the child. Using a corner of the material, he wiped blood from the little boy’s face and neck. “Please,” he sobbed, “please speak to me.” The creak of a floorboard across the room sounded out, stark against the silence, just a heartbeat before the storm’s own cacophonous roar rang in Phaeton’s ears. “Who is there?” he demanded in a sudden fear. Lightning struck once again; no one could be seen, and the elf began to turn back to his grief. Another lightning flash, and Phaeton cried out in terror, for it revealed a monster immediately before him. Its overlarge head nonetheless seemed too small for its mouth, which bore too many teeth. Man-sized, it appeared hunched over; somehow emphasizing this apparent deformity were robes that appeared leeched of all color, almost immaculate save for that they were damp, perhaps from the storm. A set of wings, obscured by the darkness and the robes, lay furled behind the creature. “Who are you?” Phaeton cried in a shrill voice, noting with horror the eldritch, greenish glow that came from the creature’s hands and overlong fingers, and pulling the boy closer to him. A disturbing gurgling sound came from the creature;
Phaeton realized after a moment that it was laughter. “Must we go through this again?” it said from the midst of the darkness. Its voice sounded…wrong. Not exactly suited to the creature from whence it came. It was deep and ominous, and Phaeton unconsciously felt as if the creature had somehow moved behind him. Such a thing could not be, of course; the elf had his back now against the wall. Nature’s fireworks showed that the creature had not stirred from where it had appeared; Phaeton closed his eyes, and the silhouette of the creature remained burned behind his eyelids, though it started to fade back to welcome blackness. “Again?” he asked then, confused at the thing’s response. After a moment of silence save for the rain outside, he turned back to the still body, new tears starting in his eyes. “Your grief hangs heavy over you. It drags you down, like a millstone about your neck,” the voice noted, and Phaeton felt small, insignificant. “Just like before.” “My son,” the elf responded, holding the body out slightly towards the greenish glow that marked the position of the creature, a gesture suggesting both supplication and explanation. “He is lost to me.” He blinked at tears. Before? The thought washed away under a new shower of tears. “He will not speak. Will not say the words.” Phaeton shook his head, his grief a palpable fog that obscured all other thoughts. “What words?” “He should say…should say…” The elf looked blankly at the creature, illuminated once again against the room; it had moved so that it was right in front of him, staring back intently. “I can’t remember!” he gasped, feeling as though he were drowning, caught in a mighty current and tossed about. “I can’t remember! Something! He won’t say it!” Phaeton blinked his grayblue eyes to dislodge yet more tears, before wiping at his nose with his sleeve. The metallic smell of blood filled his nose, washing through him. “I can’t remember,” he mumbled once more. “Do you remember?” “You wanted to forget,” the creature responded. “I helped you forget.” It brushed a long-fingered hand over Phaeton’s forehead, and the elf gasped again. The fog lifted momentarily, and he saw himself huddled over a small boy in a well-lit room. He was crying. Blood covered his hands, and filled the clothing of the boy. The boys eyes were…open. Dimming. The little mouth opened. “I hurt, papa,” the boy said in a weak voice. “I hurt.” “What…” Phaeton began. “What was…that was me. Who was the boy?” he demanded, his voice carrying the hard edge of anger and fear rising. “Don’t you remember?” the creature asked, sounding almost amused. “I hurt. He won’t say it. Not again.” Phaeton drew in a shuddering breath. “Why won’t my son speak to me?” “He is not your son,” the voice responded. “The one you hold. Your son is long dead. You hold another’s son.” Lightning illuminated a grin on the creature’s face. “Just like before.” “What before?” the elf demanded. “I don’t remember!” The eldritch glowing hand reached out to touch his forehead again. Like a flash of light, another memory returned. A fine night. Lamps well trimmed lighting the room. Phaeton dressed in his finery, his son sitting on a rocking-horse at one side of the room, watching as the elf pranced
about, flourishing his longsword in a martial dance. The boy’s mouth hanging agape as Phaeton moved faster and faster. A stumble. A fall. An accident. The gleaming blade, lodged deep in the chest of his own flesh and blood. A rush of feet, before the elf cradled his son, blood splashing over him, onto his hands, and soaking the boy’s clothes. “I’m sorry,” Phaeton remembered himself saying. The boy opened his mouth again. “I hurt, papa.” Lightning flashed, bringing the elf back to the present. With a howl of grief, he leaped to his feet, abandoning the child’s body – the creature spoke truly, it was not his son. And, like a dam breaking, other memories streamed back. A score of children, held in the same way he had held his son that night. The creature, present after each such incident, asking “Don’t you remember?” But he did. All of it. Every red-handed murder he had committed. One child after another, trying in vain to recapture the last precious moment with his own son. None of them spoke, though. None said the words. “I told you I wanted to forget!” he roared, pulling at his bloody rapier and leveling it threateningly at the creature. “You said I would remember none of it!” In the darkness, he nonetheless noted then a deeper shadow than the rest of the night. It was immense, and it engulfed the room, tied somehow to the creature before him. The elf sunk to his knees. “I want to forget,” he begged. “Just like before,” the creature murmured. “No! Not like before. I want to forget everything,” Phaeton sobbed. “No dreams, no flashes, no nothing. I want to forget it all. Why can’t I?” “This world you live in…it works against your efforts. Though you try to forget, circumstances remind you, and then you hunger to experience the circumstances again.” The creature paused, noting how its words were being received. “Of course, there is a place where you will be washed clean of both memory and guilt.” Phaeton’s head raised then. “There is?” He shuffled forward on his knees, desperation driving him. “Take me there. Please. I hurt.” “Very well,” said the creature, and it laid both hands on the elf’s head. Phaeton felt a rushing then, as if he were being pulled quickly through many waters. After a time he realized that he did indeed feel wet – soaking wet – but the blackness here was absolute, and the pressure on him immense. Something swam by him, and the elf recognized the creature again, grown somehow into immensity, and glowing eerily. It peered at him and spoke in his mind; the foundations of his sanity trembled. Somehow Phaeton could perceive that this was just an image, a shadow of something far greater; he saw in his mind's eye a creature encased in ice, frozen and unable to touch the world. Here you will forget. The creature seemed to swim lazily about him. But there is something you must yet do. What? Phaeton thought back. Don’t you remember? A strange sensation burned in the elf’s lungs, and recognition dawned. Oh, yes, he thought. I must breathe. The Prince of Stygia Tekepath 30 Colossal Outsider (Abomination, Evil, Extraplanar,
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Lawful) Symbol: Many, but the best known and most recent is a black viper in a block of ice on a blue, inverted triangle. Cosmic Rank: 13 (16 in Stygia)
Challenge Rating: 62 Treasure: The Diadem of Amnesia plus quintuple standard Alignment: Lawful Evil
Hit Dice: 48d8 + 30d4 + 1248 (1,752 hp) Initiative: +6 (+6 Dexterity) Speed: 120 ft., swim 120 ft., fly 250 ft. (perfect) Armor Class: 78 (+6 Dex, -8 size, +46 natural, +15 deflection, +9 profane), touch 32, flat-footed 72 Base Attack/Grapple: +63/+100 Attack: Bite +76 melee (16d8+21); or spell (or psionic power) +76 melee touch or +61 ranged touch Full Attack: Bite +76 melee (16d8+21), 2 claws +71 melee (12d6+10) and tail +71 melee (12d8+31); or spell (or psionic power) +76 melee touch or +61 ranged touch Space/Reach: 90 ft. / 45 ft. Special Attacks: Aura of Hell, call devils, Confer Ignorance, Hell’s Fire, improved grab, the Might of Hell, psionic powers, spell-like abilities, Subvert the Senses, swallow whole Special Qualities: Abomination traits, blindsight 500 ft., Damage reduction 40/anarchic, epic, good and silver (damage reduction 15/-), darkvision 60 ft., Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, Eternal Traitor, Forget the Flesh, immunity to fire and poison, Imprisoned, Infernal Nobility, The Leviathan, Lord of the Nine, regeneration 32, resistance to acid 40 and cold 40, see in darkness, spell resistance 74, Strip the Memory, telepathy 1,000 ft. Saves: Fort +57, Ref +47, Will +56 Abilities: Str 52, Dex 22, Con 42, Int 44, Wis 28, Cha 40 Skills: Appraise +17 (+25 with gems, +23 with sculptures), Balance +10, Bluff +108, Concentration +97, Craft (gemcutting) +95, Craft (sculpting) +60, Diplomacy +112 (+118 with evil creatures), Disable Device +57, Disguise +96 (+120* when acting in character), Escape Artist +47, Forgery +83, Gather Information +96, Hide +10, Intimidate +106 (+112 against evil creatures), Jump +49, Knowledge (arcana) +98, Knowledge (psionics) +98, Knowledge (religion) +98, Knowledge (the planes) +98, Listen +90, Move Silently +57, Psicraft +119, Search +68, Sense Motive +90, Sleight of Hand +54, Spellcraft +76 (+80 deciphering scrolls), Spot +90, Survival +39 (+47 on other planes), Swim +80, Tumble +36, Use Magic Device +56 (+62 using scrolls), Use Rope +6 (+12 when binding someone) *Includes bonus from Eternal Traitor Feats: Burrowing Power, Corrupt Spell-like AbilityB, Craft Universal Item, Dark SpeechB, Enlarge Power, Greater Psionic Endowment, Iron Will, Overchannel, Persuasive, Power Attack, Psionic Endowment, Psionic Meditation, Quicken Power, Skill Focus (Psicraft), Spell Focus (Enchantment) B Epic Feats: Craft Epic Universal Item, Epic Evil BrandB, Epic Manifestation, Epic Psionic Endowment, Epic Psionic Focus (x2), Epic Skill Focus (Bluff), Epic Skill Focus (Psicraft), Epic Will, Focused Metapsionics (Quicken Power), Improved Metapsionics (x2), Multipower, Polyglot, Tenacious Magic (unhallow) Environment: Stygia, Fifth of the Nine Hells of Perdition Organization: Solitary
Eternity. Infinity. Immensity. Who can hope to understand and know all that there is to know within the Cosmos? Who can fathom all that has been, all that is, and all that will be? A thousand thousand prime worlds, each with different laws, different expectations. A greeting in one tongue may be the cruelest of insults on the far side of a globe. A single step kills scores or more of tiny creatures; does that make the typical traveler a terrible murderer? Is there any action at all which is not a sin somewhere, someplace, sometime? It is too great for the mind to comprehend, and there are many, a great many, that recognize that there is simply too much to learn, and too much to consider, to even begin to attempt the task. Ignorance, therefore, is bliss. Instead of trying to look at the bigger picture, the secret to the enjoyment of life is to work in smaller and smaller circles. Was the meat for sale at a local inn slaughtered in a humane manner? Surely that is something for the slaughterer to worry about, not the eater. Did children die in the deeps of the world to mine the diamond adorning a finger? Let the mine operator examine his own soul; the jewelry should be worn untarnished and not worried about. And for the mine operator himself, should not the children be responsible for their own safety? Never mind the fact that they have been enslaved – the blame in that lies, obviously, with the parents. The finger-pointing and blame-shifting goes on and on, although all have dirtied their hands along the way. There is no foundation for evil in any creature’s life; the river of sin merely flows on, whilst mortals cool their feet in it, pretending not to notice the stains left on the soul. Some believe that there is a literal “River of Sin” somewhere in the Cosmos. If there is such a place it continues to be a subject of much debate. However, the learned know of the River Styx, the great cesspool of choking nightmares and forgotten dreams that flows eternally through the Depths Below. It is said that its headwaters are found in Stygia, the Fifth Perdition of Hell. Many believe that its foul power is strongest near the diabolical city of Tantlin where one can see a colossal iceberg thrice the size of the city. The few mortals that have passed near this iceberg hear echoes of long forgotten crimes they committed in their minds or else relive painful memories they thought they had long since escaped. Few dare go any closer to that green and black edifice than necessary; those that have say that one can travel for miles within the structure, navigating numerous slippery, freezing paths, caverns, and recesses that throb with pasts long forgotten, joys long eroded. All stories agree that those who do not yield to the overwhelming whispers in their minds and strive forward will eventually find themselves in the center of the iceberg. There a massive, almost opaque pillar of ice consumes the center of the monstrous, frozen floe. And within that pillar of ice is a dark smear, like a painful memory bruised on the soul. This colossal blur, this great welt at the center of the iceberg, is said to be Leviathan, the Prince of Stygia and Lord of the Fifth. And he cannot recall a time that ignorance has not been to his favor.
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Leviathan is the master of exoneration through ignorance. He sees the moral struggles that all creatures face, and preaches to them the most simple of solutions: shift the blame, and ignore evidence to the contrary. Actively seek to put from the mind those thoughts that condemn, and avoid the difficult questions; they are someone else’s responsibility. When faced with difficult situations, those who follow his philosophy will speak to their subordinates, saying, “Take care of it. I don’t care how, and I don’t want to know anything about it, so long as the problem is taken care of.” Willful ignorance in the face of evil is a kind of orderly complacency that promotes forgetfulness, and he trusts that eventually all will forget his past ‘indiscretions’, most likely with a little help, and then his rulership will be absolute. This is true not only of Stygia (where he benefits from the ability to ‘demote’ loyal barregons who have come to know him too well back into nupperibos, thus washing away past memories as such creatures eventually return to the status of gate devils), but, he believes, of Perdition as a whole. Whole nations in the Prime already subscribe to this approach, using propaganda, fear, and works in darkness to hide the means used to create the ordered state. Those who try to stand up against such institutions are merely swept away by the dark undertow of government, which, having dirtied its hands, manages nonetheless to hide such evidence from the populace at large. In such places, only those at the top benefit from the system as they consume the rewards of this ignorance gluttonously. This pleases Leviathan immensely. There is no evil, he says, if it is not seen. Laws are there to benefit those under their yoke, and Leviathan sees himself as providing the ideal state, where all are prevented from disrupting order because they are kept from the knowledge of anything else. Since the beginning the Prince has been prepared to do whatever was necessary to create an ordered Hell and, with that accomplished, an ordered Cosmos. The consequences along the way may seem regrettable to some, but they are missing the bigger picture. Leviathan, the Lord of Oblivion, calls himself a patriot, championing the cause of order. His order. Promoting such things, many have lost sight of Leviathan’s true interest. The original and current Lord of the Fifth has a profound interest in souls and their memories. When the wicked first arrive in Phlegethos, their memories are burned from them in the Lake of Fire. These memories, though, are not lost, for such a thing smacks of inefficiency. At least some of these memories trickle further down in the Pit and find their way into the mighty Styx. Before his imprisonment, it was memories rather than souls on which Leviathan gorged; one might argue that the real purpose behind the Prince’s imprisonment was not so much his traitorous intentions (of which Mephistopheles is arguably just as guilty) and the murder of Bensozia, but rather the fact that these memories were intended as a source of power for the King of Hell himself, and Leviathan – perhaps ignorant of this fact – was stealing it. Trapped within his icy jail, Leviathan hungers for the memory-laden waters of the Styx, but they are forever just out of his reach. Some have suggested that Leviathan, with his gluttonous capitalization on the ignorance of others, has never been a true exemplar of Lawful Evil. Such creatures point to his close association with the River Styx, the lower planes-spanning waterway with its threefold sources, and which has an extremely strong undercurrent of pure evil (Neutral Evil), suggesting that the influence
of the Styx is greater on the current Lord of the Fifth than that of Hell itself. Likewise, Leviathan has taken water as one of his symbols, water which flows and changes constantly, more appropriate perhaps for a demon prince or even a scion of anarchy. What they do not understand is that water, when contained, is defined by the shape it has been contained within. The River Styx is contained by Stygia, and controlled by Leviathan and his loyal barregons, and it flows as the Lord of the Fifth commands. Unlike Sammael and Lilith, associates of Leviathan’s since before the coming of Lucifer, Leviathan has never allowed himself to become tainted by Chaos or even Neutrality. Though he betrays the current order of Hell at every turn, there is nonetheless predictability in his actions; such actions have actually forced others among the Lords of the Nine to tighten their own rules and regulations in order to prevent Leviathan from lasting success in his plottings. When Lucifer first appeared, Leviathan was already close to absolute power in Stygia. He had managed this feat by means of backstabbings, double-crossings and general underhanded conspiracies. Having seen firsthand the extent of Lucifer’s power, when the Satan went through Stygia like a storm of light and terror, he did not hesitate to bow his knee to the new power in Hell; but even as he knelt and swore fealty, being raised to the position of Lord of the Fifth, Leviathan was already plotting how he might overthrow the Satan and thus come to rule all of Perdition. This attitude did not change with the coming of Asmodeus, whom he both admired and hated for the masterful coup that overthrew the Satan; on the one hand, he envied the brilliance with which all had been executed, but on the other hand… this new upstart had used tactics of which Leviathan was the undisputed master to steal the place which the Prince rightly deserved. Also chagrined that he had been kept from the conspiracy, when those less crafty (such as Mephistopheles) had been initiated into the secret combination, Leviathan immediately transferred his aspirations of usurpation to Asmodeus. Unlike several other Lords of the Nine, Leviathan does not underestimate the power of the current King of Hell, and believes that he is more powerful than he has been given credit for. While he has entertained the thought that Asmodeus and Lucifer might be the same creature, or at least allies that deliberately engineered the course-change in Hellish politics and power, generally he chooses to ignore such possibilities, believing that none but he could come up with such a cunning stratagem. Believing that if he could but find the secret to Asmodeus’ power, Leviathan moved too quickly too soon, abducting the consort of Asmodeus, Bensozia, and interrogating her with the aid of Geryon, with whom he had entrusted more and more over the centuries. When the Queen of Hell was about to betray the ultimate secret in Hell, Duke Geryon blew his horn, and Leviathan realized his folly: he had placed too much trust in another being, and that trust had now been betrayed. In a cold rage and fear, Leviathan slew Bensozia, knowing that his fate was sealed if she were allowed to speak of all he had done. The truth was best hidden, and he began to consume the Queen’s essence, already planning out how to do the same to Geryon and any other whom he did not trust. In truth, Leviathan was prepared to erase the existence of his entire court, and to let events there disappear forever, save for those half-truths he would need to use as an explanation to the King of Hell himself. Unfortunately for the Prince, Asmodeus ap-
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peared at that moment, catching the Eternal Traitor redhanded. In an apparent fury, Asmodeus sealed Leviathan in an iceberg, stripped him of his Lordship, and exiled him to the deepest, darkest depths of the River Styx. Curiously enough, these events only strengthened Leviathans’ treacherous ways. Upon the exile of Geryon and Leviathan’s reinstatement as Lord of the Fifth, his plotting continued more or less where it had left off. Furthermore, during his exile Leviathan arranged an alliance with Verrier, the greatest of the hellspawn, whom the Prince had assumed destroyed in battles with Lucifer, in which he gained the absolute loyalty of the barregon. Leviathan now openly declares that he will topple Asmodeus from the Serpent’s Throne, and that he will consume the essences of the rest of the Lords of the Nine. He will then rewrite the history of Perdition so that all believe that he has ruled from eternity to eternity, with one Lord, not nine. This open defiance of the King of Hell and the status quo has alarmed even Mephistopheles, who is otherwise the most vocal Lord over his own claims to the Serpent’s Throne. Though still confined to his iceberg, Leviathan’s true isolation is political, not physical. In some ways, Leviathan is similar to Beelzebub, although he would never admit as much. Like the Lord of the Flies, he sees an ideal Hell with himself at the helm – or more precisely, the Serpent’s Throne. Like Beelzebub, he came to power in Hell through intrigue and conspiracy – though he did so eons before the current Lord of the Seventh Fell from Heaven. And like Beelzebub he has altered the annals of Hell to erase names and events so as to further his ultimate political ends. However, such alterations were not of his enemies and their exploits, but rather a systematic removal of almost all of his own past. Some things, like the events that led to Asmodeus stripping the Prince of his Lordship, remain; the ripples in the water from such actions could not be hidden. But other things, like his ancient names and his original form, have long since been hidden. Those who have been in Hell since the beginning – Mephistopheles, Dispater and Verrier chief among them – are perhaps best qualified to speak of the Lord of Stygia. The records of Mephistopheles in particular suggest that Leviathan may have been only a minor player in Hell initially, but that through flattery, deception and conspiracy he grew in might until, when the war with Lucifer the Satan began, he was one of the mighty ones. Although all three of them have shared alliances with him in the past, only Verrier does so now, and that is borne of desperation. Ultimately, they know the value of his words, which are always chosen so that meanings can be shifted as the undercurrents of politics and power in Hell shift: Leviathan is the Eternal Traitor. It is no wonder, therefore, that the annals have been changed. To betray an ally, Leviathan first requires an ally, and as things stand he is in a very short supply of such things. For his part, the Prince of Stygia (a title that he took to himself during his first stint as Lord of the Fifth, and that he has used ever since) has often remarked that with great power comes great responsibility. He recognizes that Mephistopheles’ attempts to gain greater and greater knowledge, and the corruption of that knowledge into purposes that suit Hell, are useful, but ultimately a distraction from the task of truly ordering Hell into a cohesive state. Leviathan campaigns only irregularly against Mephistopheles, striving to put him off balance, seeking to steal and erase knowledge vital to the Lord of Loss’
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cause; however, the true level of contempt that the Prince holds for Mephistopheles is seen in his having taken ice as a symbol, an act for which the Lord of the Eighth has never forgiven Leviathan. Bael, meanwhile, is a warmongering fool to the Prince’s mind, better suited to taking orders and fighting demons than to offer any vision for a unified, single Hell. Dispater he views as cowardly, unwilling to take risks in the name of what he believes; the two otherwise operate somewhat similarly, a fact which Leviathan consistently tries to ignore. Belial and Beelzebub he hates, as he does all of the Fallen, for he believes that they represent a risk to his desires in Hell; though he has betrayed them many a time, the Lord of the Fifth still believes himself a champion of the devils true, and the malefircareim in particular. He envies Beelzebub, and hates the Lord of Flies for that reason, greatly desiring to consume the Lord of the Seventh’s powers and influences, controlling the ordered realm of Maladomini, and spring boarding from there into the rest of Hell. First, though, he knows that he needs to overrun a weaker realm; Phlegethos has long been a target. He believes that the Lake of Fire and Brimstone will grant him great strength in the form of newly formed lemures and, perhaps more importantly, nupperibos; simultaneously, he knows that his control of the Lake may grant him another Lordship: Avernus. Bael, facing continued blood war casualties, will come to rely on the Prince for more troops, eventually rescinding the mantle of Lordship to Leviathan. The Prince has grown mildly concerned with the Countess of Malbolge of late. Although she was reinstated as a Lord at the same time he was, Lilith – due to her freedom – has been quicker in reestablishing control over the entirety of her domain. Furthermore, Leviathan would rather that Lilith did not discover Verrier’s continued existence as it could threaten his plans with Hell’s Pawn should the two forge a new alliance. However, Leviathan knows that Verrier’s hatred of the other Lords would make such an alliance unlikely and is doing all he can to ensure that Verrier would go to war with the Queen of Desolation if discovered. Leviathan would love little else but to consume Malbolge, valuing the ties between storms and water but has considered forging a temporary alliance with her to overthrow one of The Fallen. Both Set and Sekolah have realms within Stygia, and both face almost constant encroachments (successful and attempted) from the current Lord of the Fifth. Sekolah in particular is alarmed at the fact that Leviathan is slowly but steadily “reclaiming” his godly realm, but can breathe a little easier in that Leviathan largely relies on his servant, Dagon, to do this. In treating with Set, Leviathan acts himself; the crafty deity is used to dealing with powerful entities, though, and his realm is quite different and far removed from the waters of the Styx where Leviathan’s power runs deepest. Thus far, Leviathan’s gains have been minimal at best; his purpose in both of these cases is borne of a desire to control the entire layer himself, as well as a petty attack on Asmodeus’ decrees. For his part, Asmodeus has remained silent on the matter, which can be nothing less than disquieting for the two deities embroiled in the “conflict”. Strangely enough, Leviathan has left Lestonises’ realm alone at this stage, and even sends periodic envoys to the courts of the Winter Tyrant. In his own court, Leviathan has long since killed every official and courtier from the time of Geryon, and a good deal that survived from his original stint as Lord of the Fifth. Dukes Dagon and
Caarcrinolaas are two of the few who remain; Leviathan periodically allows other courtiers to attempt to move up in the hierarchy, testing the cunning and mettle of his two greatest servants, whilst keeping them too occupied in looking over their own shoulders to even think of challenging him. In terms of Geryon himself, demoted to arch-devil status at the end of the Dies Irae, Leviathan continues to expend resources in order to attempt to find him, although the protections of Asmodeus himself have prevented the Prince of Stygia’s efforts from being successful. Leviathan has come to suspect that another Lord of the Nine may be responsible along these lines although the truth has yet to occur to him, that his greatest enemy may be his most proximate enemy as well. Outside of Hell, Leviathan maintains no known alliances; indeed, he has few enemies beyond Perdition either. Because his efforts have largely centered on events within the Pit, non-hellish entities generally ignore his presence. The exception to this is Behemoth, the Demon Prince of Gluttony, whom Leviathan hates with a passion. When Leviathan has set Hell under his heel, it is expected that his first attentions will be given to his demonic counterpart, believing that gluttonous souls – and memories – will be solely his own to consume. Legend has it that they have met in the past, but both have grown in power and stature since then; another meeting would be cataclysmic. Prior to his imprisonment, Leviathan frequently changed his form as the situation demanded. Favorites were a 12-foot tall malefircarim with subtle fishlike features, including webbing between his claws and a flukelike tail – his eyes were overlarge and never appeared to blink in that form – and a second form, the most immense of all the malefircareim, fully one hundred and eighty feet in length. In this form his head was lean and smooth, his glittering black eyes situated on either side of a bullet-shaped head. He lacked an external nose and ears, though he could both hear and smell incredibly well, and a smoke constantly issued from the nostrils set directly into his head. His wide mouth was filled with nine rows of razor-sharp teeth. His torso was almost humanoid in appearance, though covered in scales of black and gray, and two immense arms sprouted from his sides. His clawed hands were similar enough to those of a typical malefircarim, though they were webbed, like that of his smaller form. Leviathan lacked legs, his body resembling that of a large whale from below his torso to the end of his massive, spiked tail. While his physical appearance is now obscured due to his prison, it appears that Asmodeus has confined him to his colossal form. It is said that his immense mental and psionic powers are not at all restricted by his prison, and though the memories of the Styx are not accessible to him, there are few that come into contact with him that do not lose at least a part of themselves. Those reputed to have met with the Lord of the Fifth account these things as no longer accurate of Leviathan, stating that he has changed. They suggest that past misdemeanors should be allowed to sink into the past and be forgotten, like water under a bridge.
Combat Leviathan, being imprisoned, is unlikely to face anyone in combat. Such a combat would require the foes to either successfully summon him away from the harbor at
Tantlin, or else face him from within or upon the dark waters of the Styx. Leviathan, in such a situation, uses the benefits conferred by his Forget the Flesh ability to bring combat to his foes, calling a myriad of barregon for him to do his will. His opponents, on the other hand, do not have line of sight or effect to him, but obviously can enter combat with creatures controlled by the Prince. To truly enter combat with Leviathan requires that he first be freed from his imprisonment. While an unlikely event, such a thing is possible. In such circumstances, Leviathan will always seek to fight in places where he has an edge – such as within the River Styx. Against foes he has determined are weak, such as those he recognizes do not have protection from his awesome mind-affecting powers, Leviathan utilizes his psionic powers to subdue foes before subjecting them to Confer Ignorance – preferably after swallowing them whole, as this does not count against his daily limit for that ability. More powerful foes may be targeted first by Subvert the Senses. Leviathan ultimately tries to consume all foes, body, mind and soul. Aura of Hell (Ex): Leviathan’s aura can affect all creatures within 900 feet of him, with a Will save DC 60 allowed to negate the effect. Call Devils (Sp): As a move equivalent action Leviathan can call, up to nine times a day, one Duke of Hell, 9 pit fiends, or 18 of any other sort of devil; devils so
called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual or template descriptions allow. Leviathan generally calls barregons to do his bidding, as they are the most loyal of his servants, and having them present bolsters his own combat effectiveness while he is imprisoned. He can call devils normally despite his imprisonment. Confer Ignorance (Su): Five times per day as a free action, Leviathan can Confer Ignorance. A wave of smoke issues from his nostrils, and a flaming liquid pours from his mouth. If used underwater, the effect appears as an ink cloud instead. This fills five 50-foot cubes (the effect is shapable), obscuring sight within (20% miss chance within 5 feet, 50% miss chance beyond). Those caught in the effect are drained of 5000 experience points each round unless they succeed on a Will save DC 60, as the flaming liquid burns away memories. A successful save halves the XP damage. Confer Ignorance lasts for 9 rounds. The effect is static after the first round, but can be dispersed by magical winds (or magical currents) originating from a deity or cosmic entity that succeeds on a rank check versus the Prince. Leviathan can consume these memories as a standard action (he must spend a standard action in each round that he desires to consume memories). Doing so allows him to steal one-fifth of the XP burnt away in memory loss; these experience points last up to one hour and can only be used in conjunction with psionic powers (including epic powers) in offsetting XP costs. Diabolical Empowerment: The Prince of Stygia uses his Intelligence score in place of his Charisma score as a modifier for his special attacks and special qualities. Eternal Traitor (Ex): Leviathan has been a traitor from the beginning. Like the water he has taken as his totem, he has always had the ability to change his form to fit the situation. This is similar to the effects of alter self, save that Leviathan can take on the aspect of any
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creature he has seen or can imagine. Refer to alter self for further details on this ability; note that Leviathan retains his own natural armor class and natural attack damage in whatever form he takes. The form that Leviathan takes is actually treated as his true form; true seeing and the like do not penetrate it, although a deity or cosmic entity with Know Secrets or similar abilities can determine that the creature is Leviathan with a successful rank check. Leviathan gains a +3 bonus on such a check. Finally, Leviathan gains a +16 bonus on Disguise checks when using a form not recognized as one of his own. Forget the Flesh (Ex): Trapped as he is, Leviathan nonetheless is not entirely prevented from acting. Firstly, any willing barregon can act as a vessel for his mind to act from. Leviathan does not actually leave his entrapped body, but he is able to treat the barregon as the starting point when determining line of effect and line of sight, using his own senses from that point. Barregons that have started their metamorphosis are never willing and cannot be “possessed” in this way. This requires concentration as a move-equivalent action in each round that Leviathan uses it, and the barregon’s own actions are subsumed by Leviathan’s. If a barregon used as a focal point for Leviathan is slain, the Prince of Stygia must make a Will save against a DC equal to the damage dealt to slay the barregon or be stunned for 1d4 rounds. A barregon that Leviathan is using as his vessel in this manner is immune to most forms of magical detection against beings that are possessed. For powers of the telepathy discipline or the enchantment school, Leviathan is treated as having line of sight and effect from within the iceberg; his incredible telepathic powers coupled with the might bestowed upon him as a Lord of the Nine effectively give him typical senses even while he is locked away. Some of his special abilities can likewise be used normally despite his imprisonment; this has been noted in each case. Hell’s Fire (Su): Leviathan may use Hell’s Fire 20/ day, a ten-foot wide line of diabolical energy dealing 20d12 points of damage, up to 1,700 feet away. Victims caught in the blast may Reflex save DC 60 for half damage. Leviathan’s Hell’s Fire appears as a tsunami of black ice and liquid oblivion. Imprisoned (Ex): Leviathan is encased in thick ice within which he cannot move. While so imprisoned, his Dexterity score is effectively 0 and he suffers all the associated effects with that condition. He uses his Intelligence modifier for any Initiative rolls he may have to make, as well as for ranged attacks with spell-like abilities, spells, psionic powers and similar effects. He cannot make physical attacks, and cannot be physically or magically attacked. The iceberg is immune to all known damage, and exists simultaneously on the ethereal and shadow planes where appropriate. Leviathan cannot use teleportative or plane shift-like spells, spell-like abilities, powers or psi-like abilities to move the iceberg from its location in the middle of the harbor at Tantlin; he can, however, still be summoned or called by means of powerful magic as per normal. On occasion, Leviathan finds himself temporarily freed from the prison of the iceberg when he is summoned; generally this is not the case, and such freedom always ends with the cessation of the summons. In the case of the Processions of Perdition, Leviathan never appears freed in even the smallest degree, but Asmodeus does allow him to take a smaller form within
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the ice throughout such a summons. Whilst imprisoned, Leviathan’s stats change as follows: Initiative: +17 (+6 Intelligence); Speed: 0 ft.; Armor Class: N/A; Attack: spell or psionic power +87 ranged touch; Space/Reach: 90 ft. / 0 ft.; Saves: Ref –; Abilities: Dex 0 Improved Grab (Ex): To use this ability, Leviathan must hit with his bite 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 establishes a hold and can try to swallow the foe the following round. Infernal Nobility (Ex): As the Lord of the Fifth, Leviathan has a status equivalent to that of the gods. Leviathan possesses a cosmic rank of 13. While in Stygia (and anywhere else on Hell that Asmodeus allows), Leviathan functions as a greater god with a cosmic rank of 16. The Leviathan (Ex): Though Leviathan can take on many forms his most recognized is that of a Colossal aquatic malefircareim. His teeth are terrible round about, as those who have been swallowed whole can attest. His scales are his pride, so close and hard it is as if they were sealed with adamantine. When not imprisoned, a hellish glow emits from his mouth and eyes, whilst a deep, brooding vapor issues constantly from his nostrils. Consequentially, while in this form, he enjoys certain benefits. His bite is treated as one size larger, as if affected by the Improved Natural Attack feat. He posses Damage Reduction 15/- and is immune to vorpal weaponry and similar effects. The clouds of vapor which are different to those specifically emitted when he Confers Ignorance, grant him partial concealment (20% miss chance). In addition, it is said that Leviathan's heart is a stone. He has a cosmic rank of 20 with respect to mindaffecting effects. The Might of Hell (Su): Leviathan’s Might of Hell affects an area with a 1,440-foot radius (caster level 72nd, save DC 60). This functions normally despite his imprisonment. Psionic Powers: Leviathan manifests powers as a 75th level Telepath. Power points/day: 513. Powers known: 1st—attraction, conceal thoughts, crystal shard, empty mind, psionic charm; 2nd—brain lock, concussion blast, id insinuation, read thoughts; 3rd—dispel psionics, energy burst, false sensory input, telekinetic force; 4th— correspond, mindwipe, psionic modify memory, telekinetic maneuver; 5th—catapsi, mind probe, psychic crush, shatter mind blank; 6th—aura alteration, co-opt concentration, temporal acceleration; 7th—crisis of life, decerebrate, insanity; 8th—bend reality, mind seed, recall death; 9th—apopsi, assimilate, microcosm, psychic chirurgery, reality revision. Spell-like Abilities: At will: animate dead, baleful polymorph, blasphemy, charm monsterEN, deeper darkness, delayed blast fireball, detect chaos, detect good, detect magic, dominate monsterEN, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monsterEN, mirage arcana, persistent image, polymorph, power word stun, restoration, resurrection, suggestionEN, symbol of pain, unhallow, unholy aura, wall of fire. 9/day: commandEN, destruction, dominate personEN, enthrallEN, firestorm, geas/questEN, greater commandEN, greater restoration, mass suggestionEN, meteor swarm, monstrous thrallCD EN, true dominationCD EN, true resur-
rection. 6/day: accursed, hellball, oppress, tyranny. 3/ day: damnationEN, wish. Caster level 72nd; save DC 36 + spell level, 37 + spell level for spells of the Enchantment school. Leviathan gains the granted power of the Domination domain. CD EN
Found in Complete Divine. Spell from the Enchantment school.
Epic Psionic Powers: Leviathan can manifest an epic power up to nine times per day. Powers known: greater epic psionic armor*, long arm of the treacher, spell worm (psionic)*, Trojan curse. *As per greater epic mage armor and spell worm, except as epic psionic powers.
Strip the Memory (Ex): In order to perpetuate his own order (and ultimately to feed his immense hunger for souls and memories), Leviathan willingly offers aid to those who seek and summon him. Five times per day he (in person or through a barregon) can offer to Strip the Memory. He does this in one of two ways. First of all, he can offer to Strip the Memory of another individual or individuals. This is typically done to cover the actions of the summoner or supplicant, such as to remove the memory from those who saw him murder an important official or the like. Leviathan can erase up to 5 hours of events from an individual’s memory, or a total of 5 hours of events from any number of creatures, so long as it encompasses the same event. Thus a murder in the middle of a royal ball with 300 people would qualify for 1 minute of erasure for each person present at the time. Memories can be altered rather than erased if the supplicant wishes. Each creature so affected gets a Will save against DC 60 to avoid the alteration; this recurs daily until successful for five days. Affected creatures that successfully save are not aware that an attempt to alter their memories has been made. Where creatures have immunity to mind-affecting effects, whether mundane or magical, this can be breached by a successful rank check (they are treated as having divine or cosmic rank 0 for this purpose). Should the supplicant require a greater degree of memory manipulation, Leviathan can offer additional uses of Strip the Memory, but usually only does so if he is summoned additional times. Secondly, Leviathan can Strip the Memory of the supplicant himself. In this case, Leviathan can maintain an ongoing link with the supplicant. The Prince first erases up to 5 separate events, of any length, from the supplicant’s mind. The benefit of this, of course, is that no manner of magical investigation can detect these memories ever again; additionally, it acts as a universal atonement spell, also counting as having fulfilled a quest of some sort. For those who contact Leviathan specifically to find an easy way to atone, Strip the Memory is boon enough at this juncture. Whether the first or second version of Strip the Memory is enacted, the supplicant moves one step towards Lawful Evil each time he benefits from the boon. Additionally, each week he takes a –3 penalty to Will saves, and must make a Will save DC 60 or be compelled to repeat the events stricken from either his own or others’ minds. Such reenactments will not be exactly the same as the original event (such a thing may not be possible), but will have similar circumstances and repercussions. Note that the penalty on Will saves applies only against Leviathan and his servants. The atonement effect, granted in the second version of Strip the Memory, continues its efficacy at Leviathan’s option, allowing a supplicant to indulge in inappropriate
appetites (usually at the compulsion of this effect) and still appear, on the surface, to be on the right path. Leviathan often removes this benefit at the most damning of times, hoping to drive his clients to more desperate acts. A client who uses Strip the Memory five times or more automatically becomes Lawful Evil; when he dies, his soul is consigned to Stygia, where Leviathan consumes his soul and lingers over his memories. Subvert the Senses (Su): Leviathan knows that the perceptions can be fooled, and that through such chicanery that a creature can come to be dominated. Five times per day, the Prince can Subvert the Senses. Any one creature that he can see can be targeted with a use of this ability, for which the creature is entitled to five saving throws against DC 60. With each failure, one of that creature’s senses is repressed and replaced by perceptions directly controlled by Leviathan; the order of senses so affected is touch, sight, hearing, smell and taste. Because this is a direct manipulation of the creature’s body, as opposed to merely an illusion, true seeing or similar does not counter the effect, nor does immunity to mind-influencing effects protect the creature. Once a creature’s senses have been subverted, the effect can only be removed by a successful rank check followed by a successful caster level check against DC 71. Where a creature fails all or most of the saving throws, she may be totally unaware of the subversion of her senses and as such may not seek help in removing the effect. If all five senses are subverted, the creature is permanently helpless and will die of starvation, thirst, or exposure as appropriate. Leviathan can concentrate as a move action on a creature so subverted and effectively possess the creature, using spell-like abilities, manifesting powers, or using special abilities as he deems appropriate with the creature as a conduit. Concentration must continue each round or else the “possession” ends. This otherwise works as per the barregon possession effect of Forget the Flesh. Subvert the Senses is a mind-affecting effect; Leviathan can penetrate mind-affecting immunity with a successful rank check. In this case, creatures with no Intelligence score are treated as having divine rank 0. Swallow Whole (Ex): While in his colossal form, Leviathan can try to swallow a grabbed opponent of Huge size or smaller by making a successful grapple check. Once inside, the opponent takes 4d8+10 points of crushing damage and is exposed to a permanent confer ignorance effect (Will DC 60 half). A swallowed creature can cut its way out by dealing 50 points of damage to Leviathan’s digestive tract (AC 72). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Leviathan’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. The Diadem of Amnesia: This fist-sized jewel, cut so that it does not gleam even in the brightest of lights, is the only item supposed to be on Leviathan’s person in his icy prison. The Diadem is held in place in the middle of his forehead by a chain made of myriad links of gold, inlaid with ninety-nine pieces of black opal. Those who make physical or mental contact with the bearer of the Diadem are stuck with a horrible mindwiping affliction unless they succeed on a Will save DC 60. The victim immediately loses access to all special class abilities, skill ranks, feats, and racial abilities that require active effort (a drow would retain spell resistance, but not be capable of using spell-like abilities).
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They may only apply one half of their base attack and save bonuses to appropriate rolls. They have no recollection of anything or anyone, and act as if confused. Those with natural immunity to mind-affecting effects are entitled to a rank check to determine whether a Will save is required, and are treated as Divine Rank 0 for this purpose. Magical or psionic immunity is stripped away on a successful opposed caster level check (the diadem is treated as a 72nd level caster). A wish or miracle can restore a level’s worth of special class abilities or skill points, one racial ability, or one feat. Miracles always require an experience point cost when used in this manner. Gods using divine abilities to heal may restore one of the above mentioned per two divine ranks per day, so long as they succeed on an opposed rank check. After five weeks, the victim must make another Will save DC 60. If successful, the victim recovers completely within five days. If failed, the victim reverts to a first level commoner (or loses all class levels if the victim possesses racial HD) and retains no memory of his past life. For every unit of restoration mentioned above, the victim receives a +1 bonus on his final Will save. For every close friend who spends a week of time with the victim sharing memories, the victim gains a +2 bonus on his final Will save.
Summoning Leviathan The summoning of Leviathan is generally done in response to a perceived need to erase memories of a particular event. The Prince tests the devotion of invocants by means of onerous requirements; note that while a successful invocants may be able to replicate the experience at a later date, it is often the case that written records of the specifics of summoning Leviathan are soon lost or erased. The magic circles for the invocation must be carved into blocks of ice; these blocks must then be set so that they float within a pool or body of water at least 15 feet deep. Silver is still required for the sigils, though they cannot easily form a full circle; dusting should happen directly into the carved grooves of the symbols. As these symbols must retain their shape, the chief invocant must ensure that the room is sufficiently cold to prevent the ice blocks from melting even in the slightest. To this place, the invocant must bring 15 humanoids whose minds have been wiped (suffering total amnesia is acceptable, so long as the invocant was responsible for the malady); these wretches should be placed so that they are standing or swimming over the innermost magic circle. Physical bonds cannot be used to hold them in place, and thus compulsion magicks are expected. The blank canvasses of their minds are needed to channel the third aspect of the incantation: a purely mental litany, complex and mind-numbing, and unable to be uttered aloud without causing the utterer to go insane. Only those willing can learn it; the chief invocant actually transmits the wording to the effectively mindless humanoids that form part of the circle, and these creatures forget the litany the instant that the invocation ends. Although no memory of the experience remains in the mind of humanoids used in the incantation in this manner, the body remembers after a fashion, being affected by a recurrent frostbite effect every new moon thereafter (Fort save DC 60 negates the effects, although a heal or
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greater restoration spell will end the effect; if the creature is not tended to, each month she loses 1d4 points of Constitution after 24 hours of the frostbite, as well as 1d4 digits or a similar amount of degeneration to extremities. The frostbite disappears on its own after 24 hours). A shadow, immense and brooding, appears in the water once the incantation is complete. A heavy weight descends on all in the area; cracks appear in walls and ceilings, though the ice remains intact, and the water begins to swirl as it forms a maelstrom. At the center of this, the tip of an iceberg is revealed, which then rises and engulfs the maelstrom. Though only the tip remains, the dim form of a creature can be seen within. At times, Leviathan is able to break his upper body free of the iceberg when he is summoned to the Prime; in such a case he generally appears in his non-colossal form, though his shadow is always too large for him. Most of the time, though, the iceberg remains intact, and Leviathan deals with potential clients either through an illusion or telepathically. Leviathan is generally keen to offer to Strip the Memory of his clients, or of others at the clients behest. Being the eternal traitor, he loves to organize things so that his clients are eventually haunted by their own words and desires, twisted and changed from their original intent, but still strictly the same. He knows that his gifts will never bring true solace, but never mentions this fact – indeed, any issue that might work against him is conveniently ignored in the deliberations. At the end of the audience, should Leviathan have managed allowed to treat with his clients partially freed, he draws himself up imperiously; whether partially freed or not, a fierce wind begins, howling through the room, and piercing to the very marrow with cold. The waters rise so that they reach well above Leviathan’s head, black and inky; any creature that swallows any of this water suffers the same mind-wiping affliction as that bestowed by the Diadem of Amnesia (Fort save DC 60 negates). A successful Swim check (DC 25) allows the creature to ignore the chance of swallowing any water; creatures that do not have to breath at all are likewise unaffected. The waters recede back to their original levels then, Leviathan gone, so too the fifteen humanoids used in the magic circle. The ice upon which the symbols for the circles were carved does not easily melt; indeed, it ignores 30 points of fire damage each round, before taking damage as if it had hardness 0 (against fire). Otherwise, it is treated as steel, allowing weapons, armor, and magic items to be formed from it. A magical item made of this Stygian ice increases spell DCs by 1 where the spell utilized in the item is from the school of Enchantment; this increase stacks with Spell Focus (enchantment) and similar. Any item created from the Stygian ice grants its wielder a +2 profane bonus on saves against mind-affecting effects. Any creature wearing or using such items automatically fails saves against mind-affecting effects when dealing with Leviathan or his servants.
LILITH, Lord of the Sixth A flash of lightning illuminated the dimly lit room where Dunstan was reading by candlelight. The flame was barely flickering now, and he was growing tired. He looked up and listened wistfully to the pounding rain
outside. It had been on just such a night, over six years ago, that his wife had passed away, only days after giving birth to their daughter. He had retired from his career as an adventuring warrior then to take care of his child. Another thunderclap shook Dunstan from his reverie. His candle blew out, plunging him into darkness. Yet, in the moment the lightning had lit the room, he saw his daughter walking towards his chair. “Amaya?” he called out, "Is something the matter?" She had gone to sleep over an hour ago . . . the storm must have scared her, he reasoned. He rose from his chair and struggled to see in the gloom. He whirled around at the sound of his door creaking open. With another flash of lightning, Dunstan saw his daughter walk out into the downpour, paying him no heed. Springing to his feet, Dunstan charged out after her but found it too dark to see. He yelled for her, then again, louder. Still there was no response. Lightning struck again, nearer to his house this time. In the blinding flash, he saw a shocking sight: dozens of children marching mindlessly through the town, all heading in the same direction. Wide-eyed, Dunstan stumbled back into his house, pushing the wet hair from his face. He fumbled around until he could find and light his covered lantern then threw on a cloak and hurried back outside. Several other parents were outside now, calling for their children. "Come, this way!” Dunstan shouted over the din of the thunder and rain, motioning with his lantern, "They were all going this way!" They continued calling their children’s names as they caught up to the children. A small girl at the front of the procession stopped and turned. The other children did the same a moment later. Dunstan strode forward and held up his lantern, looking for his daughter, yet found himself drawn to the little girl. Even in the light, the girl was difficult to see. Her long, glossy black hair concealed most of her pale face, and her dark clothing seemed to draw on shadows. Her amber eyes, somehow serpentine, reflected in the light. Yet there was something familiar about her… Somehow, he knew her to be cause of this madness. As the other parents strode forth to collect their children, Dunstan confronted the girl. "Who are you? Where’s Amaya? What have you done to the children?” The girl smiled only slightly, but her mocking laugh could easily be heard over the rain. In an instant, all the children turned on the parents that tried to comfort them, scratching and biting. Some even drew knives they must have taken before they left their homes. Most adults tried to defend themselves without harming their children, though several were wounded and struck out in rage. Others fled, unable to fully comprehend what was happening. Dunstan's eyes shot back and forth, trying to find his daughter amidst the confusion. He turned back to the shadowy girl. "What have you done with my daughter?” he demanded. She merely locked her snake-like eyes on his and smiled again. This was no little girl, he realized as impotent rage bubbled within him. Regardless, he threw a punch at her. Dunstan was once a warrior of no small skill; he knew that this girl – inhuman though she may be – could not dodge his attack from this range. Impossibly, she raised a single, pale arm and caught his fist in her small hand. Her grip was crushing and the incredulous Dunstan was tossed backwards, landing
hard on his back in the muddy street. Just as he was trying to rise, he felt a stabbing pain in his thigh. Instinctively, the former warrior lashed out, backhanding the assailant away from him. He pulled a dagger from his leg and looked down to see his daughter’s unconscious form a few feet away. Forgetting about the bewitched girl, he knelt down beside his child, laying a shaking hand on her tiny chest. She was still breathing! "Forgive me, Amaya!” he cried, tears joining the rain on his face as he cradled her in his arms. What would your mother think of his madness if she were alive today? Dunstan thought as he looked around his village in increasing horror. "Who says she isn't?” intoned a soft voice behind him. Turning, he looked up and saw the smiling face of his beloved wife. A mixture of shock and awe could not stop him from reaching out to touch her face . . . which was replaced by another, her smile now bearing fangs, her once-kind eyes now glowing amber. Dunstan pushed himself back as the stunning woman glided towards him. Despite her unholy qualities, she was taller and more beautiful than any he had seen. Her perfectly proportioned body and flawless white skin was covered only by the rivulets of rain and long, silken black hair. She leaned down towards him. Transfixed, it took Dunstan a few moments to realize that the woman had picked up Amaya. Holding the girl to her breast, the woman spread large wings, covered with glossy black feathers like those of a raven. "This one shows promise", she said, running a snake-like tongue across her lips, “or will when it’s older. I’ll take good care of it." The woman laughed – no, she cackled. Even as the horrid sound filled Dunstan’s mind, he watched in horror as the woman was replaced by a withered old crone. Flesh sagged from her bones and her breasts hung limply over her distended stomach. A rancid stench engulfed him as she laughed even louder, rising into the air as she did. She cast one last look at him with her blind eyes before she sped into the angry sky. "No – no! Wait!” Dunstan screamed, returning to his senses. He struggled to his feet, vainly wiping the water from his face as he looked for his daughter and the woman. He could not see them against the rain pouring on his face. Desperately, he looked around. Some children were still locked in combat with their families. Others were pounding on doors or trying to break windows, attempting to get to the terrified people inside. Then the ground began to tremble. Everyone in the town fell to the ground. Buildings began to shake and then fall apart. Trees cracked and toppled, and the street began to splinter. The ground itself split asunder, forming a seemingly bottomless chasm which continued to grow, running through the entire length of the town. Dunstan turned to run, but knew escape was impossible. He fell into the yawning abyss, and a cry of terror was ripped from him as he fell. All around he saw others were falling: adults, children, and a cascade of stone and timber, the remnants of their houses, tumbling and bouncing against the jagged rocky walls. Dunstan heard scores of screaming voices, his own among them as he plummeted. Below, Dunstan could see no bottom to the pit, nothing but a faint red glow. He continued to fall for what seemed an eternity but he would not fall forever. A realization dawned: death would not await him at the end. The nightmare was just beginning.
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The Countess of Malbolge Druid 15/Wizard 5/Geomancer 10 Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: A black bolt of lightning sundering a black mountain on a brick-red, inverted triangle. Cosmic Rank: 14 (17 in Malbolge) Hit Dice: 65d8 + 5d4 +10d6 + 800 (1,400 hp) Initiative: +17 (+13 Dexterity, +4 Improved Initiative) Speed: 100 ft, fly 250 ft. (perfect) Armor Class: 81 (+16 deflection, +13 Dexterity, +9 profane, -1 size, +34 natural), touch 47, flat-footed 68 Base Attack/Grapple: +65/+84 Attack: Thunder’s Voice +85 melee (3d6+28 plus 3d6 sonic/19-20/x2 plus 6d6 sonic); or spell +79 melee touch or +77 ranged touch. Full Attack: Thunder’s Voice +85/+80/+75/+70 melee (3d6+28 plus 3d6 sonic/19-20/x2 plus 6d6 sonic); or spell +79 melee touch or +77 ranged touch. Space/Reach: 10 ft. /10 ft. Special Attacks: Aura of Hell, call devils, Corrupt Nature, Hell’s Fire, Impotence, Might of Hell, Nature’s Infernal Wrath, smite 1/day (+4 to attack, +74 damage), spell-like abilities, spells, The Profane Feminine Special Qualities: Abomination traits, blindsight 500 ft., Damage reduction 40/anarchic, epic, good and silver, The Dark Goddess, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, immunity to fire and poison, Infernal Elementalist, ley lines, Locked Within the Gates, Lord of the Nine, nature sense, regeneration 20, resistance to acid 40 and cold 40, resist nature’s lure, see in darkness, spell resistance 74, spell versatility, telepathy 1,000 ft., a thousand faces, timeless body, trackless step, venom immunity, wild empathy +31, wild shape (5/ day), woodland stride Saves: Fort +52, Ref +55, Will +58 Abilities: Str 40, Dex 36, Con 30, Int 37, Wis 43, Cha 43 Skills: Appraise +13 (+15 alchemical items, +15 forged items, +15 metal items), Balance +43, Bluff +71, Climb +35, Concentration +93, Craft (alchemy) +48, Craft (blacksmithing) +43, Craft (metalworking) +43, Diplomacy +79 (+85 with evil creatures), Disguise +36 (+40 when acting in character), Gather Information +65 (+71 in Hell), Handle Animal +51, Heal +71, Hide +43, Intimidate +60 (+66 against evil creatures), Jump +37, Knowledge (arcana) +91, Knowledge (geography) +53, Knowledge (history) +74, Knowledge (local [Hell]) +76, Knowledge (nature) +104, Knowledge (the planes) +89, Knowledge (religion) +94, Listen +61, Move Silently +43, Perform (dance) +21, Ride +37, Search +49, Sense Motive +91, Spellcraft +104, Spot +69, Survival +99 (+107 in aboveground natural environments, +105 on other planes, +103 to find or follow tracks, +103 to keep from getting lost), Tumble +43, Swim +35. Feats: Born of the Three Thunders, Brew Potion, Combat Expertise, Corrupt Spell, Corrupt Spell-like AbilityB, Craft Magic Arms and Armor, Craft Wondrous Item, Dark SpeechB, Energy Admixture (electricity), Empower Spell, Eschew Materials, Explosive Spell, Fly-by Attack, Greater Spell Focus (evocation), Improved Initiative, Improved Sunder, Maximize Spell, Power Attack, Quicken Spell, Reach Spell, Scribe ScrollB, Spell Focus (evocation). Epic Feats: Craft Epic Magic Arms and Armor, Epic
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Evil BrandB, Epic Spellcasting, Epic Spell Focus (evocation), Epic Sunder, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Spell Capacity (13th), Intensify Spell. Environment: Malbolge, the Sixth of the Nine Hells of Perdition Organization: Solitary (Unique) Challenge Rating: 62 Treasure: Thunder's Voice, The Scourging Stone plus quintuple standard Alignment: Lawful Evil Among mortals, there are few gifts more precious than the birth of a child. The creation of a child, across most mortal cultures, is the manner in which mortals reveal their own creative power, their own divinity. Even among the more brutal mortals, the birth of a child guarantees the continuation of the species, the promise of a new tomorrow. Children are the future and, in some ways, a harkening to the past. Among more beneficent cultures, child-rearing requires that parents and society reflect on how they were raised to maturation, requiring those charged with protecting their offspring to consider the past from which they themselves emerged. So great are children perceived in many mortal societies that all but a few worship gods or call on celestial patrons to defend and protect them, to ensure their physical and spiritual growth and survival. Innocent and without blemish, mortal children are clean slates upon which goodness can be stamped and shaped. They are naturally drawn to goodness and support, carelessly upholding the values championed by the Realms Above. It is said that in the Realms Above, angels sing when a new child is born. To angels and gods of righteousness, children reflect the rightness of the path mortals naturally take as they attempt to achieve that which is right in their lives. It is only as mortals grow, only as they are exposed to cruelty, carnality, vice, and death that the innocence of childhood is overthrown and, for the unfortunate, shattered. The Realms Above deplore the manner in which the natural path is corrupted due to the machinations of not just misguided mortals, but also by the denizens of the Depths Below. In the Depths Below, children are viewed in various ways, none of them remotely decent. There are countless creatures of evil that value the pure, smooth flesh of children, the pristine nature of their blood and souls. The demons of The Abyss crave this innocence, delighting in ravaging the unsoiled light children represent. Daemons enjoy leeching the life and vitality from children, finding the young a threat to the apathy and selfishness the Wastes represent. However, in the Nine Hells, children often mean hope, a concept that has no place in the Pit, for it can lead to a desire to cast off Perdition’s yoke. Children are worthless and useless until they are old enough to be mercilessly programmed by cold logic and scalding irons. At best, children are tools in Hell, ripe to be used to extort, intimidate, or threaten. The Hells seek to overthrow the current order, the natural order, in which children currently exist. They hope to replace the weakness and foolishness of this paradigm in favor of their own that will naturally lead mortals down a path accepting oppression and tyranny. There are no devils in Hell more dedicated to the establishment of this new
order than the Lord of the Sixth – Lilith, the Countess of Malbolge. Lilith is one of the original Lords of Perdition and, some say, even more ancient than Mephistopheles and Dispater (a claim hotly contested by both Lords). In texts older than most current pantheons, her name can be found associated with the domination of the winds and earth, symbols of the male and female. Storms and ravaging winds were said to be signs of her approach and her will. In these ancient times, Lilith was the most recognized Lord in the mortal coil, the mistress of destruction and sterility, a foul irony given the traditional ideas of the sacred feminine. In the mortal coil, Lilith discovered what she believed could be the source of ultimate power: Nature. Of all the aspects of the mortal coil, Nature was among those most difficult for the Powers of Hell to dominate. Free and not dedicated to anything other than the perpetuation of life and balance, Nature was possibly the greatest threat to Perdition’s desires in the material plane. While the other ancient Lords believes that dominating the mortal soul would grant them eventually power over Nature, Lilith believed that Nature itself needed to be enslaved, needed to be reconstituted under the will of Hell. After all, mortals are dependent upon Nature, in a sense enslaved to it. Men cannot birth children and women cannot provide the seed to fertilize their own eggs. Children need the support and guidance of their parents to survive and grow. If these aspects of Nature were overthrown and dictated by Lilith, her command over the mortal coil would be unsurpassed. Lilith’s presence in the mortal coil in the Days of Antiquity and during the Dawn of the Gods was said to have been one of the reasons that men were driven to dominate women. In nature, male and female – although serving different responsibilities and abilities – coexisted in balance. They constituted two parts of one whole. Lilith sought to overthrow that balance; taking one aspect and making it dominant over the other. Lilith, the only “female” among the Lords of the Nine in the ancient days, selected women. Having been a slave to Lucifer the Satan since his establishment of the Hierarchy of Hell, Lilith thought it to be amusing and appropriate if among mortals the reverse were true. She had no special love for women beyond men, but believed that in establishing a new ordering she would lay the foundations for more expansive changes in the future. Across the Cosmos, the first witches dedicated to tyranny and oppression emerged. They enslaved men and murdered their own children in order to redress what they claimed were shackles to their own powers and station. Men were useful only as objects of reproduction and manual labor. They were relegated to a station barely greater than that of beasts of burden. Children became no longer viewed as blessings, but as potential slaves or servants of Lilith; their numbers were regulated in order to ensure the appropriate ration of men to women and reduce the need to tend to their care any more than necessary. In short order, and with help not from the Realms Above but from Agents of Balance and the Scions of Anarchy, mortal males overcame these oppressive times. Unfortunately for many female cults across the Cosmos dedicated to mutual respect of both genders, the backlash was such that women became viewed as less than men and children the responsibility of the “weaker sex.” In spite of setbacks such as these, Lilith continued to corral Nature to her will. In her attempt to better understand and react against the free range Nature represented,
Lilith began to abandon her Lawful core. Initially disgusted by the infection of Chaos, Lilith quickly reaped the benefits of not only an expanded worshipper base, but more direct control over matter; she also rationalized that her Neutral Evil nature would last just long enough for her to realize her conquest. She birthed her greatest number of monstrosities during this time, including her best known child, Amdusias, and possibly even the first lamias. She gathered to her powerful priests, one of the greatest being Lamatsu, one of the first two vampires. Lilith leeched the material plane of its energy, its vitality, corrupting it with her need to control and regulate. The mortal coil suffered immeasurably, so much so that eventually the gods themselves were forced to put aside their petty concerns to deal with the Dark Goddess directly. Lilith’s predations in the mortal coil eventually drew the ire of various divine pantheons. Her dogma was so pervasive that it adversely impacted the worshipper base of evil and neutral gods. Thus, while the Bastions of Righteousness turned their attentions to Lucifer the Satan, the powers of Nature and the forces of divine darkness looked to cast Lilith down. Unlike Lucifer, who was overthrown by Asmodeus rather than by the Celestial Hosts, Lilith was not overthrown but was brutally driven back by Agents of Balance, servants of Nature, and evil gods. Her power was only curtailed, not broken, and she continued to plague the mortal coil in a less overwhelming capacity. Lilith was as adaptable as the Nature she sought to command, changing her tactics as needed. She took on mortal guise and, with her erinyes servants, descended into the mortal coil to mate with and murder powerful men, setting their offspring up in positions of power. She would nurse the children of those who stood in her way, poisoning or corrupting them with her milk. She stole into the demesnes of gods and cosmic entities alike, with whom she mated to create new monsters under her control. She was on the precipice of divinity, prepared to cast off the command of her diabolical master, and assume her rightful place as the Dark Goddess of Desolation. She was known by at least 17 different names and in some cases was believed to have been the first mate to the earliest male mortals. So terrible was Lilith’s impact in the mortal coil that many demon queens were greatly influenced by her. Lolth (whose name is suspiciously close to Lilith’s), Babylona, Zuggtmoy, and many others learned from Lilith’s successes. It is even rumored that she established relations with The Dark Prince of The Abyss, Graz’zt and with Anthraxus, the Decayed of the Gray Wastes. However, the likes of The Abyss and the Wastes of Despair answered to none, while Lilith was compelled to answer to a new Overlord of Hell. While Lucifer encouraged regular aggression and antagonism against the gods and their mortal charges, Asmodeus was far more subtle in his tyranny. He sought to avoid open conflict. He wished to rein in Lilith, whose frequent successes in the mortal coil continued to draw Hell’s foes into the Nine-Fold Realm. However, this is simply a convenient story to conceal Asmodeus’ true concern. In her quest to control nature, Lilith, like Adrammelak and Sammael, had allowed Chaos to infect her being. This being unacceptable to Hell, Asmodeus found it was necessary to curtail his wayward slave. The Great Fall was the perfect opportunity for Asmodeus to remove Lilith from her station. As Lilith continued to concentrate her efforts in the mortal coil, she paid little
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attention to the on-goings in Hell. Her only ally and occasional lover, Sammael, found himself too occupied with observing the machinations of the recently arrived Fallen, Beelzebub, to be bothered to warn her of the celestial threat in Maladomini. While the Lord of the Flies ensnared Sammael in webs of intrigue, he sent Moloch, his brutal viceroy, into the Sixth. Of her various Dukes, only Amdusias and Aguares managed to survive Beelzebub’s plots; the rest were either publicly executed or disappeared as Moloch’s army swept across the mountains of Lilith’s domain. Simultaneously, Beelzebub leaked information out to his former angelic allies about Lilith’s depravities in the mortal coil. The Celestial Hosts and the various gods of Nature and even evil gods wasted no time in tracking down and destroying the thousands of cults Lilith had cultivated over the millennia. Finally recognizing that something was amiss, Lilith turned her attentions to Maladomini too late, finding herself alone and surrounded by Beelzebub’s forces. Although the Arch-Devil of Pride did not arrive in person to deliver his ultimatum, Moloch did. If she hoped to survive, Lilith would have to accept the new order of the Fallen and serve as Moloch’s slave and concubine. When she attempted to call on her power as a LordRegent to cast down Moloch, Lilith realized that Asmodeus had stripped her of her cosmic power. She was forced to accept Beelzebub’s stipulations. For countless millennia, Lilith chafed in obscurity under Moloch’s rule. It was initially believed that Moloch did not destroy Lilith because he enjoyed forcing her to engage in acts of lust with him, forever reminding her of the power and authority she lost. In reality, Moloch was ordered to keep Lilith alive by Beelzebub (who did not want to give Asmodeus an excuse to grant Moloch regency over the Sixth – odd, considering that Asmodeus could do so if he wanted to even with Lilith still alive). While Moloch ruled Malbolge, Lilith’s name all but disappeared from the minds of even the most informed sages and scholars. Indeed, the Realms Above and the Agents of Balance and Nature thought her dead like Adrammelek, and soon forgot about her. Lilith’s many aliases were either forgotten or were adopted by other cosmic entities and gods. Yet, Lilith found the means to adapt and survive in spite of her new station. Slowly and secretly, she stole into the mortal coil on occasion, growing new cults. Unlike before, however, Lilith instituted strict, orderly guidelines for her new servants and limited her areas of influence. Cults associated with oppressed women, women who viewed children as shackles placed on them by men, women who sought to reverse what they perceived as the natural order (male dominance), and those interested in power flocked to cults that worshipped the Hag, the Harlot, or the Waif, all aspects of the corrupt side of nature, life, and destruction. Unknown to most, all of these cults were controlled and empowered by Lilith herself. Although nowhere near as prolific as they once were, these cults would sow the seeds for the future as Lilith waited for the proper opportunity to regain her former station. The Dies Irae would be that time. When the Days of Wrath came to a head and the Lords were forced to submit to Asmodeus, Lilith whispered defiance in Moloch’s ears, encouraging him to disrespect Asmodeus. This Moloch did and Asmodeus, with grim amusement, banished the Twice Fallen from Hell. As a reward for her efforts, and believing that she learned her lesson, Asmodeus reinstated Lilith as the
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Lord of the Sixth. Since that time, Lilith has traveled throughout Malbolge, personally destroying all those that helped overthrow her even as she redoubled her efforts to rebuild her cult presence in the mortal coil. Now that her consolidation of power is almost complete, Lilith plans on completing her rise to divinity. Whether or not Asmodeus (who has been aware of her machinations the entire time) seeks to impede Lilith’s progress is unclear, but if he does not, she may well become the first god among the lesser Lords of the Nine. Since her return to power, many of Lilith’s old foes have taken up arms to fight her once more. The various Agents of Balance stand in opposition to her, as do the various powers of Nature. Even the likes of Malar and other evil gods of Nature fear and oppose her, concerned that their own powerbase would be shattered if her goal to restructure Nature was successful. Among her greatest adversaries is the Defender of Freedom, Sanoi the Heavenly Mother. Sanoi has been recognized as the most powerful celestial dedicated to children and their defense. She despises Lilith and her heinous desire to murder or mistreat the young and does all she can to stymie her activities. Indeed, Sanoi would love nothing better than to meet Lilith in combat. Lilith has no fear of Sanoi but knows that a direct confrontation with her would likely draw the attention of her other enemies, which would probably result in her defeat. In spite of, or perhaps due to, her successes in the Days of Antiquity, Lilith has few allies in or out of Hell. When they were both Lords of the Nine, Lilith and Sammael maintained something of a lover’s bond (or as much as can exist between devils of their evil). When Sammael was forced to flee Hell and Lilith was ground under Moloch’s heel, the two did not maintain any contact. Although Lilith has regained her power, she has been cautious with dealing directly with Sammael as she is concerned with Asmodeus’ reprisal. Needless to say, Lilith continues to detest Moloch. If it were not due to her efforts to finalize her claim on Malbolge and her responsibilities to her witches, Lilith would have put a great deal of effort into tracking down and destroying the Twice Fallen. Moloch, for his part, destroys any and all witch covens he comes into contact with if he suspects that they are servants of the Queen of Desolation. Despite this show of bravado, Moloch is fearful of his fate should Lilith ever capture him. Although she may be their precursor, there is no indication that Lilith shares any association with demons like Babylona, Lolth, or Zuggtmoy. However, a growing minority of scholars do believe that the ancient rumors linking Lilith to Graz’zt may be true. It is known that a fair number of lamias hold Lilith in a regard almost as high as they hold Graz’zt, leading some to suspect that a union between Lilith and Graz’zt created the race. To what extent Lilith currently interacts with Graz’zt is unknown, although the dominant scholarly position is that she, once again a paragon of Law, perceives him as a threat to Hell’s Hierarchy and her own thirst for dominion over Nature. An even more nebulous relationship is what she shares with Orcus, the Demon Prince of the Undead. Among devils, only the Scion-Emperor, Lixer, commands more respect from undead than Lilith. The Countess is revered largely by flesh eating and blood drinking undead, particularly wights and vampires. As mentioned earlier, one of the primal vampires, Lamatsu, was believed to have been one of Lilith’s priests in the Days of Antiquity. Of course, such tales are of question-
able validity, but it is known that Lilith has routinely commanded her mortal servants to hunt down and destroy any trace of Orcus worshippers they can find. To date, Orcus has been slow to respond in kind to Lilith, but time will tell. Of Lamatsu, Lilith is believed to currently have limited dealings. The truth, however, is that Lilith plans on reclaiming her former servant once she has reestablished her rule in Malbolge. Of course, Lilith is no longer Neutral Evil, as she was when Lamatsu originally served her, and the Countess likely plans on “reeducating” the chaotic Mother of Vampires. What Lamatsu, nigh a cosmic entity in her own right, thinks of this – assuming she knows – is a mystery. So far as Hell is concerned, Lilith again does not count many as allies. Lilith has gotten herself into a bitter, yet subtle conflict with the Duchess of Witchcraft, Rosier. In many ways, Rosier benefited from Lilith’s overthrow, taking aspects of the Dark Goddess’ original nature and warping them to fit her own attitudes regarding witches. Lilith has put some effort into leading Rosier into traps that have to date failed largely due to the attentiveness of Belial, Lord of the Fourth. It is likely that Lilith will one day abandon subtlety for direct action and will attempt to destroy Rosier; such an event would ensure a war between Phlegethos and Malbolge. Lilith, who hates Belial almost as much as she hates Beelzebub, welcomes a confrontation but wants to make sure that she has regained the power she lost after The Great Fall. There is simmering tension on the borders of Maladomini and Malbolge as Lilith has used all of her restraint to keep from invading Maladomini. She knows that Beelzebub is extremely clever and well established in his Perdition and that she would be certain to lose a direct confrontation against him. It is due to her hatred of the two remaining Fallen that Lilith is almost guaranteed to join with Mephistopheles and Dispater once she is confident that her control over Malbolge is complete. To date, though, Lilith has not established any formal ties with the Lord of No Mercy or the Urbane Fiend. When Lilith is not cultivating her cults in the mortal coil, she spends her time restructuring Malbolge. Almost complete, Lilith has recently turned her attentions to the caverns at the outskirts of the Sixth, having noticed the disappearances of some pit fiends over the centuries. Lilith knows that there is another significant power in her regency, although she is not yet certain of its nature. It is unclear what Lilith will do when she discovers Verrier, Hell’s Pawn, an event that is likely to occur in the not too distant future. Lilith has no relationship to speak of with Bael or Mammon but she does loath Leviathan, whom she remembers from days long past. Since their mutual reclamations of their layers, neither Lord has tested the strength of the other as each tends to his or her own internal affairs. Some scholars think that Leviathan and Lilith may put aside their ancient enmity and unite to overthrow Belial, Beelzebub or both. Lilith’s relationship with Asmodeus is one of fearful loathing. On the one hand, Lilith knows all too well that she lost her regency in part due to Asmodeus. On the other hand, Lilith also knows that she abandoned her tyrannical nature in order to acquire more power, so she knows that she is in part to blame for her own downfall. Still, she seeks vengeance against her master and only her fears concerning his true nature have kept her from bothering with any attempts. After years of seeking divinity, Lilith has come to recognize aspects of the same in Asmodeus and has also noted similarities in these
aspects with long forgotten Lucifer. Lilith is perhaps the only Lord to believe that Asmodeus and Lucifer are one and the same, but has done nothing with this knowledge. Lilith also suspects that something far darker may also be pulling Asmodeus’ strings, although she cannot fathom the existence of The Overlord. What is interesting is the fact that Lilith has given birth to quite a few powerful beings that she either abandoned some time after they were born or felt compelled to give up immediately after birth, leaving them in the wastes of Malbolge. In all such cases, Lilith was never able to determine the father, although she always believed that Lucifer or Asmodeus were responsible. One such being was Benzosia, the former and now dead Queen of Hell. It is unlikely that Lilith has any knowledge of Benzosia’s relationship to her (or Glasya’s, for that matter) as the former Queen of Hell was one that the Dark Goddess was forced to give up upon birth. If Lilith has any knowledge of this or that the Princess of Hell, Glasya (with whom she has no political arrangement), is her grandchild, she has not made it clear. Although Lilith has long since purged any Chaos from her nature, she continues to have fits of rage and possesses a mercurial attitude for a devil. This is further reflected in her penchant for taking different forms, something no other Lord save Leviathan is prone to do. However, she is best known for three forms. First is the form of the Hag, a withered, decrepit old crone in tattered clothing with rotting flesh that hangs from her bones, stark white hair, rancid breath, and great black raven’s wings. This is the form Lilith takes when she is intent on destruction and desolation. The second, the Waif, is a small girl with serpentine eyes, raven hair, and dark clothes that cling to the shadows. The Waif often appears when Lilith travels the mortal coil to either lure children to their deaths or women down the path of Perdition. The Harlot is Lilith’s final shape and the one most likely to be her true form: a statuesque, extremely beautiful woman with long black hair that covers her naked white body, glowing amber eyes, and a large, shapely red mouth. This form also has large black wings and blood often trickles from the corners of her mouth, which are said to have at least two very long, sharp teeth and a forked tongue. The Harlot is how Lilith typically presents herself to her witches and when she is in Hell. In all cases, Lilith carries Thunder’s Voice. Recently there have been even older texts unearthed, that are said to have their origins before the Days of Antiquity and that suggest that Lilith may also be tied to even older beings of The Abyss and the Gray Wastes, namely the mysterious Pale Night and murky daemonic abominations. To date, thorough translations of these writings have not been completed as the languages – save for a few words related to ancient elven – are extinct. If these links between Lilith and the other denizens of the Depths Below are true, her original station in Hell may have far exceeded what is written in these very pages. Whether this is a ploy orchestrated by Lilith to restructure history to suit her or the truth is unclear.
Combat Lilith has a wide array of abilities to use, depending on the location of the battle and the nature of her foes. In an urban setting, Lilith will call upon the Profane Feminine to take control of children. She usually directs
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them to pick up whatever weapons they can find and to attack any males or pregnant females they come across as they make their way towards her. If adults respond to these attacks with lethal force, Lilith will not intervene – she will only personally enter battle if she is discovered and attacked directly, or if someone has found a means of subduing the children without harming them. If the children are successful in their attack, or if it seems that they will be stopped without being injured, Lilith will begin to destroy them herself. In single combat, Lilith will activate her Aura of Hell (cower) and cast greater epic mage armor on herself, then meet the foe in melee with Thunder’s Voice. She will first attempt to destroy her opponent’s weapon (using Epic Sunder to add double her Strength modifier to the damage). If the opponent proves capable dealing significant damage to her, she will begin to use fly-by attacks, hoping to stun him. If the opponent falls prey to the sonic boom effects of her weapon, Lilith will attack viciously while they are stunned, using Power Attack to deal as much damage as possible. If Lilith appears outmatched, she will cast a quickened heal on herself, call a team of pit fiends, then fly backward (or upwards) and begin to rain elemental spells down upon her enemy (altering the energy types as seems to be most effective), calling rolling thunder every three rounds and directing the full damage upon the foe. In a serious battle against multiple opponents, Lilith usually begins combat by activating her Aura of Hell (fear) and Might of Hell (usually tied to dispel magic, to remove energy protection spells) abilities as free actions. She will then use Nature’s Infernal Wrath as a free action, usually calling rolling thunder if faced by a small group, or triggering a pyroclasm if beset by a large one. If her opponents do not seem seriously harmed, she will attempt a quickened greater dispel magic (targeted upon a specific foe, if it seemed to take less damage than the others), then will fly upwards and attack with powerful elemental spells (often chained or area of effect spells that will strike as many opponents as possible). She will use her Infernal Elementalist powers to adjust the damage type – often to sonic, but she will take note of which energy types (if any) the opponents seem resistant to. If her initial assault fails to destroy her opponents, she will call pit fiends to keep her foes occupied while she either moves into melee (attempting to sunder the weapons of enemy fighters) or continues to blast them with powerful spells (including epic spells, if necessary), while using her Infernal Elementalist ability to divert all energybased spells away from herself or her minions and back towards their casters (or any innocents they may be trying to protect). If multiple foes remain on the ground, she will attempt to catch as many as possible within an earth rift. If Lilith loses over a third of her hit points, she will use a quickened heal and another heal to regain them. If she loses that amount again, she will likely flee the scene unless her victory seems assured at that point. Whenever possible, Lilith will distract good foes by placing innocents at risk, such as by luring children onto a battlefield or dropping large chunks of earth on their homes. If she is forced to flee combat, she will often part by first targeting a village with an icequake, or placing an entire town in the path of an earth rift. Aura of Hell (Ex): Lilith’s Aura of Hell can affect all creatures within 900 feet of her, with a Will save DC 60 allowed to negate the effects.
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Call Devils (Sp): As a move equivalent action, Lilith can call devils. Nine times a day, Lilith may call a Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Lilith has no problem engaging those foolish enough to assault her one on one. In fact, she will often insist that any member of her entourage remain on the sidelines while she deals with opponents personally. Still, in the unlikely event that Lilith finds herself threatened, she immediately calls in a team of pit fiends before unleashing all of her might on those capable of harming her. Aside from pit fiends, the Countess does not seem to have any special preference for any kind of devil; indeed, the only reason she calls pit fiends is because she knows them to be the most powerful of the common devils. Corrupt Nature (Su): As she pursues her quest to become the mistress over all elements of the destructive side of nature, Lilith has found the means to punish the very matter she seeks to dominate. 6/day, as a full-round action in a manner similar to the despoil spell, Lilith can corrupt and curse the natural surroundings within 14 miles of her person. Plants with 1 HD or less shrivel and die, and the ground cannot support such plant life ever again. Plants with more than 1 HD must succeed at a Fortitude saving throw (DC 60) or die. Even those successful on their saves take 44 points of damage. All living creatures in the area other than plants (and Lilith) must succeed at a Fortitude saving throw (DC 60) or suffer 4 points of Strength damage and contract a contagion. Unattended objects, including structural features such as walls and doors, grow brittle and lose 6 point of hardness, then take 12 points of damage (Lilith may reduce the damage if she wishes). The Dark Goddess (Ex): During her years seemingly under Moloch’s yoke, Lilith spent her time researching religion and the nature of divinity. Through her own research, Lilith discovered the first steps to true godhood, and one day hopes to be completely independent of Asmodeus and the rest of Hell as she pursues her evil goals. She also found the means, despite her clearly Lawful behavior, to grow in power as a druid, forcing the elements and nature to bend to her will. Lilith can actually grant spells to those that worship her, although she only accepts female clerics (or, in rare cases, men that have castrated themselves). The women that follow her are often referred to as infernal witches or dark sorceresses, and are both dangerous and alluring; however, there is a price for their power. Each worshipper must sacrifice children (of age 12 or under) to Lilith in order to receive her blessings. Lilith grants one virtual cleric level (providing the spellcasting ability but not the hit dice) to each servant that slays a number of children equal to the effective level they are trying to reach (1 child for 1st level, 2 more for 2nd, 3 more for 3rd, 4 more for 4th, and so on). These effective levels stack with any actual cleric levels the servant may have, and if she does not already possess domains, she is entitled to select either Evil or Law, and either Destruction, Storm, or Weather. These followers may gain no more virtual levels than their number of actual Hit Dice. If the follower does not slay at least one child every nine weeks, then they lose one effective level at the end of that time period. These slayings must not be simple murders, but sacrifices specifically dedicated to Lilith
and performed during the worshipper’s menstrual cycle. If a follower ever accomplishes a sacrifice in the direct presence of Lilith herself, the effective cleric levels they have gained are converted to actual, permanent levels. Of course, all of these women are forever lost of the forces of good for the horror of their unnatural crimes, and will spend an eternity rotting in Malbolge with Lilith. Diabolical Empowerment (Ex): Lilith uses her Wisdom modifier instead of her Charisma modifier when determining the power of special attacks and special qualities. Hell’s Fire (Su): Lilith may use Hell’s Fire 19/day, a ten-foot wide line of diabolical energy dealing 19d12 points of damage, up to 1,900 feet away. Victims caught in the blast may Reflex save DC 60 for half damage. Lilith’s Hell’s Fire appears like a torrent of corrupt, putrid blood and flesh mixed with components of the four elements. Impotence (Su): Aside from children of virtually any race, Lilith hates males. This hate has grown significantly since the time she was deposed by Moloch, and has come to fruition since she reclaimed her status as Lord of the Sixth. Six times per day, all males within 1,200 feet of Lilith can be struck by Impotence. They suffer 1 point of Constitution drain each round for the next six rounds so long as they are within 1,200 feet of Lilith; however, they are allowed a Fortitude saving throw each round (DC 60) to negate the Constitution drain. Those who suffer at least three points of Constitution drain in this manner must make another Fortitude save (DC 60); those that fail this save take no further Constitution drain but are permanently sterilized and can be restored only by a miracle cast by a 31st level cleric of a god dedicated to nature or love. Women may also be affected by Lilith's Impotence, seeing life through Lilith's eyes for a time. Those who fail a Will save (DC 60) are wracked with hatred for men and life for six rounds. Those who have line of sight to a humanoid male of any species will attack that male to the exclusion of all else, attempting to subdue the male, render him helpless, and castrate him. Those who have no males within sight turn their hatred upon their womb, attempting to remove or destroy it. The woman attacks herself, hitting automatically. Each attack that deals damage forces a Will save (DC 10 + damage dealt) to avoid passing out, and a Fortitude save (DC 10 + damage dealt) to avoid destroying the womb. Pregnant women who deal any damage to their womb in this manner terminate their pregnancies. The womb can be restored only by a miracle cast by a 31st level cleric of a god dedicated to nature or love. Deities and cosmic entities can be affected by this power only upon a successful opposed rank check. Infernal Elementalist (Ex): Lilith has mastered manipulating the destructive side of nature to rival that of even an antagonistic god. In addition to her standard immunities, Lilith is immune to electricity and sonic energies. She gains an additional +9 bonus to her caster level and spell save DCs when casting spells or spell-like abilities with an elemental descriptor. Lilith can take control of any elemental effect (whether spell or naturally occurring) within 1,200 feet that has the acid/earth, cold/water, electrical/air, or fire descriptor. She can also control sonic energy if it is part of an air related effect (as in many storm spells). The Countess can automatically take control of a natural
element, such as a forest fire or a storm cloud, up to 12 times per round as a free action. Once she has gained control, she may move it or adjust its shape or size (within the limits of her range) as she wishes. If she takes control over a heavy object, such as a section of earth, ice, or water, she may attempt to lift and move it in a manner similar to telekinesis, though this requires a standard action to implement and she must concentrate each round to continue moving it (she can maintain concentration for up to 89 rounds, and move a solid object at up to 30 ft. in a full round). Her lifting capacity limits what she can affect in this manner, particularly with heavier substances such as stone – she may lift up to 4,800 lbs. in this fashion. If she throws the object (relinquishing control over it as a standard action), it travels up to 120 ft. in an arc towards the ground, striking objects in its path and dealing 1d6 points of damage for every 25 pounds that it weighs. Creatures in the path of the object may make a Reflex save to dodge it – the DC is 60 -1 for every 200 lbs. the object weighs. To gain control over a spell or spell-like ability, Lilith must succeed on a Spellcraft check (DC 10 + spell level + caster level). She may target up to 12 persistent effects (such as a wall of fire) per round, each as free actions. She need not ready an action to gain control of a spell as it is being cast, and may still make the check as a free action, but may do so only 3 times per round. If Lilith successfully gains control of the spell, up to 12 times per round as a free action, she can redirect it to another target (adjusting the caster level and save DC as though she were the caster), or she can cause it to fizzle out harmlessly. Whenever Lilith casts or takes control of a spell with an elemental descriptor, she may change the elemental type to another type of her choosing (including sonic) as a free action. She may also choose to divide up the spell’s energy amongst any number of elemental types (such as altering a 10d6 fireball to deal 5d6 fire and 5d6 electric damage, or 4d6 electric and 6d6 sonic damage, or 2d6 cold, 3d6 electric, and 5d6 fire damage). Furthermore, Lilith may apply any metamagic feats she possesses to any elemental spell she casts or gains control of, by expending one of her own prepared spells of a level equal to the feat’s level increase (such as expending a third level spell to gain the effects of Maximize Spell). Infernal Nobility (Ex): As the Lord of the Sixth, Lilith has a status equivalent to that of the gods. Lilith possesses a cosmic rank of 14. While in Malbolge (and anywhere else on Hell that Asmodeus allows), Lilith functions as a greater god with a cosmic rank of 17. The Might of Hell (Su): Lilith’s presence is so terrible that she can corrupt an entire area with but a thought. Thrice per day as a free action, Lilith may unhallow an area equal to 1,500 feet. Nature’s Infernal Wrath (Ex): Lilith has all but mastered complete command over the destructive side of nature. Every three rounds as a free action, Lilith may cause one of the following effects: Earth Rift: While flying at a height of 1,200 ft. or less, Lilith can open a flaming crack in the earth, beginning below her and extending in any direction of her choosing. The crack is up to 1,200 ft. long and up to 120 ft. wide. Anyone standing on the ground within the area must succeed at a Reflex save (DC 60) or fall into the chasm. This effect lasts for one round, during which time the ground shakes violently – anyone within a mile
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of the fissure (but not actually within its area) must succeed at a Reflex save (DC 15) or fall prone. Spellcasters standing on the ground and attempting to cast spells during that round must succeed at a Concentration check (DC 20 + spell level) to successfully cast. Structures within that range are affected as though by an earthquake spell. At the start of Lilith’s next turn, beings that fell into the flaming crack and did not escape (through flight, teleportation, or similar means) are instantly plane shifted to Malbolge (there is no way to avoid this effect) as the rift slams shut. Once in the Sixth, there is a 50% chance of one of two occurrences. On the one hand, the entrapped are simply stuck in the layer until they find the means to escape on their own. On the other hand, an unfortunate few receive a Fortitude save (DC 60) to avoid being accursed into a lemure. For those that were not trapped in the chasm, the force of the earth slamming closed again knocks anyone standing upon the ground within one mile prone unless they succeed at another Reflex save (DC 60); anyone flying over the area the crack appeared (at an altitude of 140 ft. or less) is showered with a hail of rocky debris, dealing 20d6 points of damage (Reflex save DC 60 for half). The dust this debris throws into the air also obscures vision, causing a miss chance when attacking creatures in that area during the remainder of that round, and for the next three rounds thereafter (50% the round the rift closes, 30% the first round afterwards, 20% the second round, and 10% the third round). (If this ability is used in Malbolge, those that fall into the crevasse are utterly destroyed and can be resurrected only by a being that succeeds a rank check against Lilith, who always functions as a cosmic rank 17 creature in this instance. Such a being must be in Malbolge in order to attempt such an act). Icequake: With this ability, which affects a 1,200 ft. radius, Lilith causes the earth to shake and ice to rush forth from the ground. All buildings in the area are dealt 50 points of damage (ignoring hardness) then frozen solid. Anyone inside a building, or otherwise on the ground within the area, must make a Reflex save (DC 60). Those that succeed take 5d6 points of cold and physical damage from the on-rushing ice, while those that fail are instead engulfed by the ice and frozen solid. Such beings are not slain, by rather effectively held in stasis. Left unattended, the ice lasts for 14 days before melting – as a free action, Lilith can choose to melt it at any point prior. The melting process takes at least an hour, and creatures must make a Fortitude save (DC 60) when they thaw out or suffer 1d6 points of Constitution damage. Alternatively, Lilith can, as a free action, choose to simply shatter the ice and everything contained therein – all creatures and objects that had been frozen must make a Fortitude save (DC 60) or be destroyed, broken into small shards. Pyroclasm: Upon using this power, all living creatures within 1,200 ft. of Lilith spontaneously burst into flame. They take 90 points of fire damage (Reflex save DC 60 for half), and catch on fire (taking 3d6 points of fire damage every round for the next six rounds unless they spend a full round attempting to put out the flames). Rolling Thunder: When Lilith invokes this ability, black storm clouds fill the sky, lit by constant flashes of lightning that Lilith may call down upon her enemies. This ability deals a total of 360 points of violated electrical damage, which Lilith may divide up as she chooses amongst any number of targets within 1,200 ft. (dealing at least 1 point of damage to each), or focus it all upon a
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single foe. Those targeted can attempt a Reflex save (DC 60) for half damage. While in Malbolge, Lilith can call on Nature’s Infernal Wrath as often as she likes; elsewhere, she can cast each of these thrice per day. The Profane Feminine (Su): Lilith views children as nothing more than slaves to her whims, in a perverse reversal of the natural order for most sentient beings. As such, she routinely goes out her way to harm and destroy them. However, at times she finds it more amusing to shatter the hope of those who fight against her by turning the very children they strive to defend into the enemy. 6/day, the Countess may call all children (12 years old and younger) within 1200 ft. to her position and take command over them. A magic circle will protect them from this influence, as will having a holy symbol of a good deity in the area of effect – otherwise, they immediately comply unless they succeed at a DC 60 Will save. Arming themselves with whatever they can find (usually knives, scythes, sticks, and the like) they march, nearmindlessly, upon the adversaries of Lilith. Being innocent and magically compelled, a good character cannot simply slay these children (every child a character murders moves them one step towards Evil). Those that slay at least six children under these situations must succeed at a Will save (DC 60) or contract a curse that fills them with hatred, believing the children themselves are to blame for what happened. If they fall prey to this, they will begin to sacrifice at least one child a month to Lilith. A miracle cast by a 31st level cleric of a god of children, love, or nature can remove this curse, though the character may have to atone in other ways as well. An example of such a child is given here: Male or female human: CR 1/6th; small humanoid; HD ½d4-2; hp 1; Init -1; Spd 20 ft.; AC 9 (touch 9, flat-footed 9); BAB +0; Grp -6; Atk knife -2 melee (1d4-2/19–20); AL N; SV Fort -2, Ref -1, Will -2; Str 7, Dex 8, Con 7, Int 8, Wis 7, Cha 8. The children Lilith takes control over remain under her command for up to 12 hours, or until Lilith returns to Malbolge (whether by her own volition, or by being forced back by the destruction of her physical form on the Prime). In her spite, Lilith often slays these children herself (especially if she intends to return to Malbolge early), the children receiving another Fortitude save DC 60 to survive. Those that are destroyed while under her control find their spirits consigned to Malbolge unless a 31st level cleric (as described above) requests a miracle on their behalf, or a deity intervenes directly (making a successful rank check against Lilith), within six hours of their deaths. The children controlled in this manner often suffer later in life even if they do survive, remembering everything they did while under Lilith’s fell influence. At the onset of puberty, females that were subjected to this ability have a 50% chance of becoming Lawful Evil (and in many cases, going on to become infernal witches), while males have a 50% chance of either castrating themselves or committing suicide at that same age. Lilith also has more subtle means to corrupt children rather than controlling or destroying them outright. In a mockery of normal motherhood, Lilith can corrupt or poison any child who feeds on her breast milk. She can infect them with a disease, as per any of the contagion effects (DC 60). Those that survive (or that she chooses not to infect) have a 50% chance of acquiring the halffiend template during puberty (also shifting their align-
ment two steps towards Lawful and Evil). Females generally transform into full-fledged erinyes instead. Finally, Lilith is incapable of creating “normal” children. The majority of her pregnancies conclude with a miscarriage (sometimes resulting in an atropal or atropal scion). Of those that survive, almost all are Lawful Evil, though in some rare cases the nature of the father might affect this. Furthermore, her children are generally either marquis-half fiends or malefircareim, depending on the status of the father, though other types of beings are not unknown. Many of Lilith’s children are able to breed true and create entirely new races. It is unknown if Lilith has the ability to control these offspring, although those that point to lamias as her descendants doubt that she can. Spell-like Abilities: At will – animate dead, baleful polymorph, blasphemy, blur, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, hallucinatory terrain, hold person, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, pyrotechnics, read magic, restoration, resurrection, scrying, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire. 9/day: contagion, destruction, disintegrate, earthquake, firestorm, greater restoration, harm, implosion, inflict critical wounds, inflict light wounds, mass inflict light wounds, meteor swarm, shatter, true resurrection. 6/ day: accursed, hellball, oppress, tyranny. 3/day: wish. Caster Level: 74th (83rd for elemental abilities), save DC = 35 + spell level, or 38 + spell level for Evocation spells (+9 for elemental abilities). Lilith also casts spells from the Destruction Domain; these are included in the list above. For the purposes of the Smite power (granted by the Destruction domain), Lilith is treated as a cleric of her caster level. Spells (Druid): Lilith casts spells as a 67th level druid (76th level for elemental spells). Spells per day: 6/9/9/9/9/8/7/7/7/6/3/3/3/2; base DC 35 + spell level, 38 + spell level for Evocation spells (+9 for elemental spells). Typical Spells Prepared: 0th—darkseed, daze animals, detect poison, light, preserve organ VD, scarecrow; 1st— camouflage, cure light wounds (x3), entangle, extract drug VD, faerie fire, produce flame, sandblast; 2nd— body of the sun, briar web, circle of nausea VD , cloudburst, creeping cold, decomposition, flaming sphere, scent, warp wood; 3rd—call lightning, cure moderate wounds, dominate animal, false bravado, infestation of maggots, poison, sleet storm, snare, spike growth; 4th—arc of lightning (x2) CA, blight, cure serious wounds, dispel magic, energy vortex, freedom of movement, murderous mist, rusting grasp; 5th—binding winds, call lightning storm, control winds, explosive call lightning, insect plague, kiss of death, mass trance, wall of thorns; 6th—antilife shell, cometfall, crumble, greater dispel magic, miasma, phantasmal disorientation, pox VD; 7th— chained flame strike, creeping doom, greater creeping cold, heal, pestilence VD, slime wave, storm tower; 8th— finger of death, quickened dispel magic (x2), reverse gravity, stormrage, storm of elemental fury, whirlwind; 9th—epidemic, elemental swarm, greater whirlwind, invulnerability to elements, storm of vengeance, thunderswarm; 10th—chained maximized three thunders flame strike, corrupt twinned insect plague, quickened greater dispel magic; 11th—chained finger of death,
chained twinned flame strike, quickened heal; 12th— corrupted intensified lightning strike, maximized thunderswarm, maximized storm of vengeance; 13th— intensified cometfall, twinned thunderswarm. CA
VD
Found in Complete Arcane. Found in the Book of Vile Darkness.
Spells (Wizard): Lilith casts spell as as a 57th level wizard (66th level for elemental spells). Spells per day: 4/8/8/7/6/5; base DC 35 + spell level, 38 + spell level for Evocation spells (+9 for elemental spells). Typical Spells Prepared: 0th—arcane mark, detect magic, flare, ray of frost; 1st— charm person, magic missile (x2), obscuring mist, ray of enfeeblement, shield, sleep, true strike; 2nd—detect thoughts (x2), melf’s acid arrow, scorching ray, shatter (x2), web, whispering wind; 3rd— dispel magic (x2), fireball, haste, reach vampiric touch, three thunders lighting ball, wind wall; 4th— bestow curse, corrupt lightning bolt, dimension door, ice storm, shout, wall of fire; 5th— cone of cold, empowered reach shocking grasp, nightmare, quickened magic missile, wall of force. Spellbook: Although one of the oldest devils in existence, Lilith has not spent considerable time studying the arcane, concentrating her efforts in imposing her desires on the natural order. As such, she has access to every spell up to fifth level in the Player’s Handbook and any other source allowed by the DM. Lilith is most fond of spells that burn, electrocute, freeze, or sunder. Epic Spells: 8/day. Epic spells known: crown of vermin, curse of apostasy, eclipse, greater epic mage armor, hellball, Lilith’s life siphon, mass frog, miasma of hatred, nailed to the sky, pestilence, rain of fire, verdigris. Thunder’s Voice: The well-known and dreaded sword of Lilith is a gift from Asmodeus after he reinstated her as Lord of the Sixth. Thunder’s Voice is a huge sword with a blade of pure, crackling darkness and a hilt of lightning. This sword caused many citadels in Malbolge to come crashing down. Thunder’s Voice is a +6 greatsword of sonic blasting. It is treated as adamantine for the purposes of bypassing damage reduction and hardness, and the sonic damage dealt by this weapon also harms all adversaries within 10 feet of the target. With each swing, Thunder’s Voice issues a sonic boom capable of stunning all within ten feet of the wielder; thus for every attack Lilith makes, whether she hits or not, those within range must make a Fortitude save (DC 60) or be stunned for 1 round. Creatures that fail by 30 points or more are also knocked prone. Creatures with sonic immunity are unaffected by this ability, while those with sonic resistance gain a saving throw bonus equal to their resistance. On a critical hit, Thunder's Voice releases a crackling blast of black lightning that deals 20d6 points of violated electrical and sonic damage to all foes within 30 ft. Creatures in the area can make a Reflex save (DC 60) for half damage. In addition to the curses associated with all Infernal Arms, those that manage to wield this weapon without Lilith’s express permission must also make a Will save (DC 60) whenever they come within the presence of a child; failure indicates that they attempt to strike the child down. The Scourging Stone: 3/day, this fist-sized pale green orb allows the blighting of a 14-mile radius of land. All animals, magical beasts, plants and vermin
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with Intelligence scores of 6 or lower must make a Fortitude save (DC 60) or die. The total amount of Hit Dice slain in this manner is added to the stone in the form of charges. Lilith can expend these charges to empower herself. The stone can hold a maximum of 666 charges. Ability increase: Lilith may enhance her ability scores for 1 minute. This costs a number of charges equal to the ability increase squared. Lilith may spread this increase out, as she desires. For instance, if she were to spend 144 charges, she could increase one ability score by 12 points, two by 6 points, or all of her scores by 2 points. Lilith cannot increase any single score by more than 12 points. DC increase: Lilith may increase the DC of one of her special attacks, spells, or spell-like abilities. The increase only affects the immediate use of the attack; more charges must be spent to increase it again. This costs a number of charges equal to the DC increase squared with a maximum increase of 12 points. Wrath of the Earth Mother: Lilith may expend the full 666 charges to deal 12d12 points of damage in a 12- mile radius. There is no save or resistance against this damage, although it will not penetrate a divine shield. Summoning Lilith Lilith cannot be summoned into a man-made structure. She favors unhallowed groves, lightning-blasted tors or dark grottoes as appropriate places for a summons; such places represent Lilith’s certain dominance to come over Nature. Only women can summon Lilith. The magic circles to be used must be formed of ground silver and unicorn blood; lightning must strike each circle thrice to bind magic in place sufficient to summon Lilith from her realms in Malbolge. Between the two circles, the summoner(s) must carve the runes that signify each of the four elements: to the north, the symbol of fire, a wand; to the south, the symbol of earth, a pentacle; to the east, the symbol of water, a cauldron; and to the west, the symbol of air, an athame (a doubleedged knife). Lilith demands that these symbols be placed opposite to their proper places, once again symbolizing her reordered vision of nature. Over each of these symbols must be placed actual instances of the runes (thus a wand of some sort on the north, and an athame on the west). Each item so used must be of extremely fine workmanship (worth in excess of 666 gp), and must have been crafted by a barren woman. As soon as the ritual begins, storm clouds swiftly gather, centered within a one mile radius over the summoning area. Throughout the summons, the clouds become heavier and more foreboding even as the thunder grows louder and the lighting more colorful as it races along the bottom of the clouds. As part of the ritual, the summoner approaches each symbol in turn, starting at the north and going clockwise around until returning to the north. The wand must be smeared with the blood of an aborted child and then thrust into the earth (the magic of the invocation allows the wand to be thrust into rock or hard dirt as easily as into sand) on the first turn to the north. The urine of a man forcefully castrated must be poured as a libation from the cauldron or cup to the east. The five-pointed star, or pentacle, must be used to cut an incision across the chief summoner’s abdomen, forming the Infernal word for “barren”; if the summoner was not already unable to conceive, she is cursed with barrenness
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from that time forth. Crossing to the west, she must then use the athame to castrate a virile man. Finally, she takes the grisly remains of this work back to the north, where, pronouncing the final words of the invocation, the testicles are consumed in supernatural fire, the ashes raining down over the bloodied wand. Lightning then strikes throughout the area, while the earth shakes and moans. A fierce wind sweeps through and the magic circle bursts into flame. In the midst of this, a single lightning strike greater than all the rest erupts, and when the debris clears, Lilith stands, electricity dancing over her form (when summoned she almost always appears as the Harlot), and grim amusement on her face. Lilith deals efficiently with those who have summoned her, offering boons to those willing to worship her, and teaching the secrets of how to tap into her power. If any present have children of their own, she does not hesitate to find a way to have such children killed in sacrifices that increase her own power. When all is finished, Lilith is consumed by a tornado that lifts her into the air. The tornado is 10 feet wide at the base, 30 feet wide at the top, and 60 feet tall. Anyone standing where it appears must make a Reflex save DC 60 or be caught in the tornado, taking 3d6 points of bludgeoning damage and being suspended by the winds. Creatures with a fly speed may attempt the save again each round in order to escape; those that fail (or do not attempt the save) take 1d8 points of damage per round. They may otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell and take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The tornado grants concealment to anyone within 5 feet, full concealment to those inside, and persists for six rounds. At the same time it first appears, the entire summoning area is carpeted with lightning strikes. These bolts do not harm those in the area, but all present must make Will saves against DC 60 or else suffer immediately from Lilith’s Impotence power; barren women are immune, and Lilith may choose to confer immunity on others present if it suits her purposes. Against this incandescent display, even those who successfully save are dazzled and see practically nothing for six rounds. By the time normal sight returns, Lilith has disappeared without a trace. The items used in summoning Lilith are thereafter considered desecrated at Lilith’s caster level permanently, and are expected to be used in future summons and sacrifices.
BEELZEBUB, Lord of the Seventh Flies buzzed across the floor, feasting on the decaying, rotting filth scattered throughout. Flies landed on his face, walked across him, vomited their food on his nose or eyes before eating it again. They sang around his head, mocking him with their freedom to be that which they were made to be. They danced along his scalp and drank the vomit that soiled his satin slippers. His vomit. Dominis sat slackly in the plush, black chair, oblivious to the swarm of flies that played on his still form. Still but for the throbbing of his heart. He did not notice how mightily it struggled or how beads of sweat made comfortable lakes for the vermin that used his body. He was gasping audibly, drinking in the foul stench of his surroundings in desperation. He smelled nothing, of
course. Neither did he see anything but the image that hovered before him. The saliva in Dominis’ mouth dried up again as he watched in growing terror. His stomach tightened and, without warning, he wretched again. It was a bitter, dry heave, hacking and impotent for the filth was not in his stomach. The filth was in his soul. Looking up again with blood-shot eyes, drool hanging from his bottom lip, Dominis whimpered. He whimpered for himself. He whimpered for his daughter. The glamer was real enough, as though looking at something through clear water. If he were paying attention, Dominis – a bold poet in addition to being a powerful Ashturian nobleman and member of the High Halls – would have chuckled at the irony of the comparison. Seeing the dirtiness and foulness of life through clear, clean water! And to witness it in the depths of Ashtur’s multi-lined, multi-tiered sewer system… aye, it was the greatest of ironies. But Dominis was not a poet now. He was a man struck dumb, a mute in the face of what he witnessed. His daughter’s behavior for the past couple of months. The haunted look in her eyes. His own discomfort in her presence. It all made so much sense now! Standing on either side of the High Lord were a pair of large creatures most terrible. Dominis had encountered such beings in his days of travel and knew the darkness of its presence. They were terrible to behold with hunched over, nine-foot cadaverous frames, sickly gray flesh stretched tight across long, thin bones, scorpion-like tails darting from their backsides to quiver over a heads that bore subtle features of human skulls warped into something diabolical. Red lights glared from the eye sockets, lights that settled onto one’s soul, judging instantly. But Dominis did not feel their eyes. He only saw the image before him and the creature that stood beside it. It seemed as if it tried to hide in the shadows, this slight, black-robe-and-hooded creature. A pale face, somewhat like the marriage of a snake and a man, peered out from within the cowled hood. Occasionally, a black tongue flickered out to taste not the air, but Dominis’ soul. It had done so to Dominis since the vision began. But Dominis was even unaware of this creature. Only saw the image commanded his full attention. His ragged breath had become more pronounced. The voice behind Dominis drew him from stunned concentration. A perfect tenor, it annunciated each word perfectly, with no hint of accent. The words almost seemed performed to a bold, gorgeous melody. Yet, there was a coarseness underneath, a hum that made his mind swim. That stung his spirit. “Yes, this is most alarming.” A pause. Then, “You have seen enough for now. Indeed, I am certain that you know how it ends.” To the slinking, robbed figure, the voice commanded, “You may stop now, chamberlain.” The serpentine bowed elaborately. The image disappeared. “Whatever shall we do,” the voice hummed behind him, “about this situation, High Lord Dominic?” Dominic choked as he tried to catch his breath. He continued to stare in the space where the image once stood. “I didn’t know…” He whispered. The silence dragged on for some second before he screamed, “I didn’t know! Oh, gods! Oh, gods!” The hum of the voice darkened the laughter. “‘Gods’, Dominis? Gods have nothing to do with this. Indeed, the gods of your people would surely look upon you in disgust. Fortunately, they do not look on you. Yet.” “But my daughter!” The words came out in a gasped
rush. He felt a pressure in his chest and he reached to clutch his tingling left arm with his right hand. “My daughter! Oh, no! No, no, no!” “Be quiet, Dominis. And attend,” the voice commanded. When it resumed, the voice spoke with assured reasonableness. “Imperfection. It is the nature of your kind, Dominis. I told you as much a few months ago when we first met to discuss what I had to offer Ashtur. I warned you and you defied me. And now look at what you have done.” “But I didn’t… I couldn’t!” Dominis hissed when flies on his face bit him. “I said silence, High Lord.” The voice was strained in its pleasantness. “You were drunk. Too much sweet beer, Dominis. You stumbled into the wrong room. Slept for a time in the wrong bed.” The voice gasped. “And the dear girl’s mark has not been made these past two months!” Dominis spun around to deny the possibility as the pressure in his chest swelled into pain. He felt none of it, though, for all he could do was look at the thing that towered behind his chair. A giant swarm of flies buzzed diabolically. They pulsated in a rhythm not unlike thunderclouds billowing eagerly towards an unprepared city. Near the peak of the swarm he spied two monstrous, glass-like eyes. He saw his image reflected a hundred times in those multi-faceted eyes, yet not the form he and others saw every day. Instead, he witnessed his true form, a rotten, decrepit form… Dirty and soiled. He bit his tongue. The eyes regarded him coolly then the voice said. “I see you have questions. Kneel and I will hear you.” Dominis dropped from the chair to his knees. “No,” the voice stated. “Prostrate yourself. Hands and knees, Dominis.” Dominis obeyed, soiling himself further and not noticing. He looked up to the form and wheezed, “Please! I’ll… do… anything! Don’t… Don’t… let… this happen!” The swarm tightened. “I will clean up this mess for you, Dominis. I will even save your life and ensure that no one ever learns of your… evening with your daughter. Not even she will recall. All you need do is support the call to denounce the Doctrine of Churches in the Halls tomorrow. And defend the rights of the Guild of Parshton’s to sell their wares to Xyl without interference. You do this, and other favors for me for the next seven years, and you will have nothing to worry about.” Dominis was not so sick, not so desperate not to be wary. He peered into those glass-like eyes. He saw nothing there but his own sickly, dying reflection. Yet, he somehow knew that the voice was not lying. He nodded, “I’ll do… whatever you… ask.” The pain in Dominis’ chest threatened to overwhelm him as the voice decreed, “I do not ‘ask’ you anything, Dominis. I will ‘command.’ Tell me you understand.” Beads of sweat falling from his face, Dominis nodded wearily. “Yes, Lord. I will… do as… you…. command.” “Swear it, Dominis.” “I swear… to do… your commands, Lord.” “In my name,” the voice said with infinite patience. “Swear in my name.” “I swear… to do… your commands, Lord… Beelzebub!” Dominis could hear the smile. “Excellent. Now, I will get you all cleaned up, High Lord Dominis. You will be none the worse for wear. Now, sleep and feel restored.” Blackness engulfed Dominis and he flopped to the
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filthy ground. A large hand emerged from the swarm of vermin, motioning to Dominis’ bed-robed form. If a hand could be described as perfect, such a description still would not suffice. Beautiful rings adorned fingers that were manicured by angels, flesh that was smoother than buttermilk, whiter than snow. “Now that he is fully healed, return him to bed,” the voice commanded one of the bone devils. As the bone devil lifted the soiled body, the voice said, “Carefully, carefully. I want him unhurt for now.” Begging forgiveness and adjusting the High Lord in its arms, the bone devil disappeared in blast of cold air and grave soil, the voice said to the chamberlain, “One fly has been rewrapped. Two more flies to tend to.” “Yes, Your Grace,” the voice whispered in a whiny cadence. “The High Patriarch of the church of Thore Mire.” The voice laughed. “Yes. Using portions of the church tithes for the procurement of herbs and spices. Or at least that is the guise by which his illicit medicines are shipped in.” The chamberlain bowed so low he almost groveled. “As ever, you are right, Your Grace.” “I do not need you to tell me that, Surgat,” the voice declared pleasantly. “Cease your prattle and bring me the High Patriarch. We need to discuss his indiscretions and inform him that he will support Dominic’s decrees before the High Halls to continue to receive his wares in peace.” In a somewhat hurt fashion, the chamberlain bowed low, his tongue tasting the filth on the ground. “Yes, Your Grace.” “And do not forget to procure the unborn child from Dominis’ daughter. We will need it seven years hence.” “Yes, Your Grace,” Surgat said, his form undulating as it shrank into nothingness. Beelzebub, the Lord of the Flies, sighed, “How much effort I take to make sure everyone gets life right!” The Lord of the Flies Evangelist 5/Rogue 10/Shadowbane Stalker 20 Huge Outsider (Evil, Extraplanar, Fallen, Lawful) Symbol: A crowned, dark green fly on an inverted, red triangle Cosmic Rank: 16 (19 in Malodomini) Hit Dice: 52d8 + 15d6 + 20d8 + 1131 (hp 1797) Initiative: +14 (+8 Dexterity, +4 Improved Initiative, +2 Quick Reconnoiter) Speed: 90 ft., fly 200 ft. (perfect) Armor Class: 73 (+21 deflection, +8 Dexterity, +27 natural, +9 profane, -2 size), touch 46, flat-footed 73 Base Attack/Grapple: +70/+93 Attack: Hand of Perfection + 83 melee (2d8+15 and rotting wrath); or spell +83 melee touch or +76 ranged touch Full Attack: Hand of Perfection + 83/+78/+73/+68 melee (2d8+15 and rotting wrath); or spell +83 melee touch or +76 ranged touch Space/Reach: 15 ft. /15 ft. Special Attacks: Aura of Hell, call devils, Hell’s Fire, Might of Hell, Rotting Wrath, Song of Perfection, sacred strike, sneak attack +11d6, spell-like abilities, spells Special Qualities: Damage reduction 40/anarchic, epic,
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good and silver, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, fallen, fast talk, discover subterfuge +14, great orator (convert the unfaithful DC 36, inflame the righteous, inspire dread), immunity to fire and poison, improved uncanny dodge, Infernal Nobility, inspire allies, Locked Within the Gates, Lord of the Flies, Lord of the Nine, Lord of Lies, Master of the Web, opportunist, Price of Perfection, regeneration 26, resistance to acid 40 and cold 40, sacred defense, sacred stealth +12, see in darkness, skill mastery (Bluff, Diplomacy, Disguise, Intimidate, Sense Motive), spell resistance 77, telepathy 1,000 ft., trapfinding, trap sense +3 Saves: Fort +58 (+62 vs petrification), Ref +53, Will +66 Abilities: Str 40, Dex 26, Con 37, Int 37, Wis 45, Cha 52 Skills: Appraise +15 (+17 alchemical items, +17 carpentry, +19 sculptures), Bluff +123, Concentration +88, Craft (alchemy) +23, Craft (carpentry) +23, Craft (sculpture) +35, Decipher Script +33, Diplomacy +118 (+116 with good beings, +124 with evil beings), Disguise +61, Escape Artist +65, Forgery +35, Gather Information +123, Heal +24, Hide +59, Intimidate +98 (+105 against evil beings), Knowledge (arcana) +78, Knowledge (architecture and engineering) +38, Knowledge (local [The Nine Hells]) +48, Knowledge (local [The Seven Heavens]) +28, Knowledge (nobility and royalty) +28, Knowledge (the planes) +98, Knowledge (religion) +98, Listen +104, Move Silently +63, Perform (acting) +68, Perform (dance) +68, Perform (oratory) +68, Perform (sing) +65, Search +114 (+118 for secret doors), Sense Motive +123, Sleight of Hand +51, Spellcraft +96, Spot +114, Survival +17 (+27 on other planes, +27 following tracks), Use Magic Device +33 (+43 with scrolls), Use Rope +8 (+14 with bindings). Feats: Cleave, Corrupt Spell, Corrupt Spell-like Ability B , Craft Magical Arms and Armor, Craft Wondrous Item, Dark Speech B, Deceitful, Eschew Materials, Force of Personality, Great Cleave, Improved Initiative, Improved Sunder, Investigator, Leadership, Negotiator, Persuasive, Power Attack, Quicken Reconnoiter, Quicken Spell, Reach Spell, Silent Spell, Versatile Performer. Epic Feats: Automatic Silent Spell (x3), Craft Epic Wondrous Item, Epic Evil Brand B, Epic Skill Focus (Bluff), Epic Skill Focus (Gather Information), Epic Skill Focus (Intimidate), Epic Skill Focus (Spot), Epic Spellcasting, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Multispell, Violate Spell. Environment: Malagard, Maladomini, Seventh of the Nine Hells of Perdition Organization: Unique (Solitary) or troop (Beelzebub, 1 Duke of Hell, 1-12 cornugons, 2-24 osyluths) Challenge Rating: 65 Treasure: Quintuple Standard Alignment: Lawful Evil Perfection. The desire to achieve the pinnacle of development is shared by mortals across the Cosmos. This insatiable desire has prompted the greatest acts and works within the mortal coil. The wisest mortal teachers extol the pursuit of perfection in form, intellect, understanding, and spirituality as the greatest desire a person can have. The wisest also know that perfection can
never truly be attained for there is no such thing as “perfect” among mortals. It is not “perfection” in and of itself that one should seek, but dedication to constant improvement and never settling for just “good enough.” Among the righteous, perfection is recognized as seeking to attain a degree of holiness that is simultaneously selfless and filled with self-love. Whether such mortals dedicated to ultimate righteousness believe in order or value liberty, all that seek perfection under the banner of holiness cast aside their pride in pursuit of perfection, carefully and studiously studying their own hearts against conceit. Of all the Realms Above, the Seven Heavens are perhaps the most associated with perfection. The wisest clerics of heavenly gods and the Virtues have been blessed with visions of seven mounting heavens, each glorious in their bounty, eternal in their goodness, pure in their commitment in service to and unity of all. Here, the souls of the noble dead seek the next path of enlightenment that will vault them higher up the Eternal Tower until they reach the unknowable pinnacle of Chronias where they disappear into Glory. All the while, such blessed souls are surrounded and guided by angels of order, the hashmallim, who sing encouragement. These same angels are the examples upon which living mortals turn to in seeking to live their lives properly. Of the angels, the servants of gods and Virtues alike, it is often thought that they are as close to perfection as any being short of divinity can hope. Simultaneously, it is said that these angels possess no haughtiness in their bearing. These spirits know their limitations and seek to help others achieve greatness at the top of the Endless Mountain. Like many beliefs, that of angelic perfection is not entirely accurate. The wisest and most knowledgeable mortals suspect even among the angelic, flaws can and have appeared. Through material gleaned from texts older than many worlds, some are aware of a distant past in which a relative handful of angels grew proud of their light. These ancient writings reveal that these angels believed they were the standard upon which mortals seeking perfection in ordered righteousness were based. And they believed that none could ever achieve the reality they thought they represented. Religious texts from across a multitude of worlds tell of The Great Fall when these angels persecuted a celestial revolt against the powers of the Realms Above. After achieving early victories, these rebel angels were overwhelmed by the combined might of the Celestial Host and were cast into the Depths Below. Thus, the wisest know that not even the angelic is infallible and that all must guard against the darkness that can creep into the heart of the selfrighteous. Texts from Hell, however, expand upon the legends. Diabolical propaganda claims that from among the Fallen there was one who was too perfect for the Eternal Tower. In being cast out, this one would find liberation from the imperfections of Heaven. In this one, Hell would gain its greatest asset. And, it will be from this one that the Heavens, the Hells, and the entire Cosmos will one day come to know true perfection. This one is Beelzebub, the Lord of the Seventh, Lord of Lies, and Lord of the Flies. One of the greatest of the Lords of Perdition, Beelzebub’s history across the Cosmos is long and filled with accolades to both goodness and evil. According to legends, Beelzebub was also known as “Triel,” although it
is largely believed by most scholars that his name was a title of some sort related to his duties. His real name was Beelzebul, “Lord from on High.” This name was indeed an accurate one. He once served as a great seraph, possibly directly under the will of the Supreme Virtue herself. As he bore her standard and sung her praises, he became the standard upon which other angels were measured. His wisdom was unquestioned, his beauty unparalleled. Only two other angels came close to rivaling Beelzebul’s glory: Metatron and Eblis. While Metatron all but served as an avatar for the Supreme Virtue and Eblis was clearly the strongest of the seraph, neither was as holistically accomplished as Beelzebul. Of the Angelic Choirs across the Realms Above, his was the brightest light, the greatest song. For countless millennia, Beelzebul was filled with light and love. Across Creation, he offered wisdom, insight, and guidance to mortals and immortals alike, from the lowliest peasant to the greatest of rulers. Never one to fear confronting evil, the Lord from on High also directed mortals against chaos and neutrality, pointing out that either were just one step from decadence and villainy. He cast his gaze everywhere, always seeking out new challenges in the war against evil, always looking for opportunities to aid those less fortunate than he. It was in this that the darkness began to creep into his soul. It was in this that his pride got the better of his wisdom. Beelzebul not only came to believe that his perfection was one of his own making but that he had a mandate to make others live up the perfection he embodied. He saw how the various gods and celestial cosmic entities had allowed not only the creation of imperfect mortals, but an entire Cosmos. Like the Demon Prince of Destruction, Apollyon who preceded him into the Depths countless eons before, Beelzebul believed that the Defenders, Heralds, and Virtues were likewise imperfect. However, unlike Apollyon, Beelzebul did not believe that the Cosmos needed to be destroyed. Instead, the Cosmos needed to worship him. Beelzebul would find that there were other angels with similar attitudes regarding their own infallibility. The likes of Belial, Eblis, Moloch, and others soon found each other and Beelzebul. While they all had varying reasons for their disdain for mortals and their status within the Realms Above, only Beelzebul really believed that what he sought was not only for his own good but for the good of all. Unlike Belial, Beelzebul was not interested in physical and sexual oppression and, unlike Eblis and Moloch, he did not feel resentment to the lesser beings he was made to help. Beelzebul believed that mortals and immortals alike needed a firm hand to move them in the right direction. They needed a symbol upon which to base their growth. He would be that hand and he would be that symbol. While Eblis would rise to prominence by stoking the resentment of angels that shared similar attitudes about mortals and the Celestial Hosts, Beelzebul asked the other Fallen to recognize that what they did was for the good of Creation. Beelzebul’s became the eloquent voice, passionate and reasonable, energetic and convincing, that would aid Eblis in his bid to tear down the restrictions in the Heavens. Of course, the revolt in the Realms Above failed and Beelzebul, along with his allies, was cast out during The Great Fall. Into Hell he arrived. However, unlike his former ally Eblis, Beelzebul did not view his new station as one of defeat nor did he turn his ire toward the Heavens immediately. Beelzebul believed that there was an opportunity in Perdition that would lead him closer to his
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goal of perfection. Beelzebul believed that it was better to reign in Hell than to serve in Heaven. After all, Hell was as organized as Heaven, but did not practice foolish ideals that pampered the weak and encouraged imperfection. In Hell, the strong and wise survived to grow stronger and wiser while the weak and stupid served their betters. Though this philosophy did harbor some foolish perspectives, like needless violence, Beelzebul believed he would do well to watch, wait, and learn from the creatures he once viewed as foes. Thus, when he was called to the Serpent’s Throne in Nessus, Beelzebul eagerly accepted The Overlord’s offer to serve as a Duke of Hell. For centuries, Beelzebul served as a Duke under the original Lord of the Seventh, Sammael. While the Poison of Perdition sought to increase his powerbase by becoming more purely evil, Beelzebul slowly began to consolidate his place in the Seventh. Beelzebul became an honored, if not trusted, servant within Sammael’s court when the Lord of Venom named him chancellor. Beelzebul sought out and took a wide array of responsibilities, even those that seemed mundane, like the tabulation of records and note keeping. Beelzebul restructured Sammael’s court, making it more organized and streamlined. He placed other Fallen into positions of authority across the Seventh Perdition, slowly weeding out true devils that were loyal to Sammael and avoiding his master’s wrath by revealing their inefficiencies. Although Sammael was aware of the threat Beelzebul’s burgeoning authority could pose to his hegemony, the cautious Lord of Venom was swayed by his servant into believing that everything being done was for his own good. As he did in Heaven, not only did Beelzebul use his sweet words and his convincing arguments to maintain just enough of his liege’s trust, he also could prove the value of his work’s benefit to Sammael. The original Lord of the Seventh gained victories against his hated foe, Mephistopheles; he established ties with various nether fiends in the Gray Wastes of Despair; he toppled empires dedicated to good gods. All of these things were accomplished due to Beelzebul’s dedication to perfection. He and his allies became aware of everything that transpired in the Seventh Perdition and, eventually, throughout The Pit. Across Hell, those angered at Beelzebul’s actions claimed that he had cast a web across Perdition fine enough to catch even a fly. Indeed, he was drawn to the filth of diabolical intrigue like a fly, eagerly devouring the offal of the Nine-Fold Realm. Some began to call him Beelzebub, the Lord of the Flies; this moniker, initially despised by Beelzebul, soon became embraced by those loyal to the Duke of Pride. Even as Beelzebub was gathering his own power in Maladomini, he was carefully maintaining alliances across Hell with the other Fallen. Chief among these was his relationship with Moloch, whom he kept close to him at all times. Through Beelzebub’s guidance, Moloch was becoming a powerful warlord among the Fallen. Likewise, Beelzebub kept in contact with Belial, who had become a rival to the Lord of the Fourth, Adremmalek. While he believed that he could accomplish his goals without allies, Beelzebub knew that he could reach his goals much faster and with greater success if he forged beneficial relationships with those of a similar background. Even as he aided Belial in his bid to overthrow a standing Lord, so too did Belial aid his former leader.
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Sammael was ill-prepared for Beelzebub when he struck. Sammael recognized that his station was threatened when he realized that all of his Dukes had disappeared or been replaced, and found himself surrounded by Fallen. He knew that his time was at an end when he saw his lover Lilith, Lord of the Sixth, being threatened by Moloch, his own servant’s viceroy. He saw Adremmalek destroyed by Belial. Thus, when Beelzebub arrived at The Venal Fortress, Sammael did not waste time fighting but fled. At that instant, Asmodeus himself appeared in Maladomini, congratulated the Duke of Pride with his success, and remade him as a Lord of the Nine. Since his ascension to the near pinnacle of diabolical power, Beelzebub has pursued his desire to spread his brand of perfection across the Cosmos. Having consolidated his authority in Maladomini shortly after Sammael fled, Beelzebub quickly turned his attention to Malbolge. After filling Lilith’s court with spies, who in turn shrank her armies and assassinated her most loyal servants, the Lord of the Flies sent his viceroy Moloch into Malbolge. Through Beelzebub’s perfect strategies and Moloch’s impressive skills as a field commander, Lilith soon found herself trapped in Malbolge at her foes’ mercy. However, Beelzebub ordered Moloch to keep her alive as an example of how imperfection in rulership can lead to defeat. In truth, Beelzebub wanted her alive in order to avoid giving Asmodeus an excuse to promote Moloch to complete Lordship over the Sixth. Thus did Beelzebub become the Lord of two Perditions; he directly ruled Maladomini and indirectly ruled Malbolge through Moloch, who was named Imperial Duke of the Sixth. At no point did Beelzebub concern himself with the possibility of Moloch seceding from his authority for the very same spies he had placed in Malbolge that facilitated Lilith’s overthrow remained in place and loyal to their master. Beelzebub had spies scattered across all of Hell by the time Malbolge was his. In short order, this massive spy network, known as The Order of the Fly, was not only in Hell, but was scattered across the Depths Below like a swarm over a rotting corpse. The only places in the Depths Below free of Beelzebub’s prying eyes were the personal demesnes of gods and powerful cosmic entities, and Nessus itself. Not even Cania, the Perdition controlled by Mephistopheles, was completely free of the buzz of Beelzebub’s order. Beelzebub wasted no time in attempting to repeat the same success that led to his victories in the Sixth and Seventh Hells. However, his own pride blinded the Lord of the Flies from recognizing why he was so successful in his bids against Lilith and Sammael: Asmodeus. Unlike the deposed Lords of the Sixth and Seventh (and Fourth), who willingly corrupted their lawful natures with Chaos, Mephistopheles – for all his limitations and failures – was still a creature of tyranny and oppression to a fault. Beelzebub never learned that Asmodeus in part was responsible for his victories, and even if he had, it is unlikely he would have accepted the truth as it would have contradicted his own personal perceptions. In the end, there would be no victory for Beelzebub in Cania, although it is said that the beginnings of Mephistopheles’ problems with the pit fiends and some Dukes of the Eighth can be traced back to Beelzebub’s attempts at attaining more power in Hell. It is certain that Mephistopheles was well aware of The Fallen’s actions and that this would begin the formal enmity of the two Lords that in many ways would define the political atmosphere in Hell until the Dies Irae.
Of all the Lords, none know more about external ongoings than Beelzebub. However, Beelzebub does not pursue knowledge through his Order of the Fly for the sake of knowledge. Beelzebub’s interest in the happenings across the Cosmos is to feed his own disgust for the lives imperfect beings live. Often referred to as the Lord of Lies, this aspect of Beelzebub better represents his own attitude regarding the “lies” others live rather than his own tendency to mislead. Beelzebub watches because the information he gathers validates his attitudes about the “lesser beings” that lurch about Creation; their pathetic existences serve an eternal reminder of how much they need his rulership, his control. When opportunities present themselves, Beelzebub forces his way, his desire, on those who have offended his perfect perceptions about how existence should be maintained. Beelzebub wishes to impose his strictures on others because he knows that others are weak and incapable of doing what is right without the proper motivation. Persistent watchfulness and reminders of imperfection are essential to ensuring adherence to the rules and regulations Beelzebub institutes. There is no individuality under Beelzebub’s law since individuals are incapable of recognizing the value of others. There is no freedom as freedom leads to chaos. Existence is predicated upon the ability to follow the guidelines Beelzebub and Beelzebub alone institutes; those that fail to adhere to Beelzebub’s rules are a disease that must be purged from the Cosmos. Only through persistent observation, programs, and purgings, can the dream of a perfect Cosmos be achieved. This can only occur through Beelzebub’s guiding hand. This is the Hell that Beelzebub represents. Beelzebub is certain of his position and his own perfection. He has no doubt that he is the closest thing to the ultimate power in Creation although he does recognize that there are a few who have found the means through magic or possessions to challenge his natural and rightful hegemony. Beelzebub is incapable of seeing his own flaws or limitations; he is likewise unable to recognize or value the strengths and works of others. In Beelzebub’s mind, his way is the only way, his will the only will. However, Beelzebub believes that those incapable of achieving the level of perfection he represents cannot hope to so if not encouraged. An excellent example of this lies in the numerous cities across Maladomini that have been constructed since Beelzebub became Lord of the Seventh. Beautiful in design, each of these cities was constructed at Beelzebub’s behest to serve as his capital in Maladomini. To date, Beelzebub has never remained in a single city for longer than a millennium. While the Lord of the Seventh commissions these constructions, he always finds flaws in the end result since his slaves and servants build the cities based upon his perfect plans. Still, Beelzebub will not sully his own hands in such work and has no problem ordering the building of a new city if only to force the imperfect to work towards becoming as close to perfect as possible. It is believed that Beelzebub will soon order the construction of a new city as he has found too many flaws with his current capital, Malagard. In any event, Beelzebub controls every aspect of the Seventh Perdition. He knows who enters, who leaves (in both cases, knowing from which gates and portals), and monitors his servants regularly. Nothing happens in Maladomini unless he wills it. He holds court regularly, reminding others of his past and the perfect future he foresees when he rules all. Beelzebub tends to refer to
himself in the third person, and spends the bulk of his time developing incredible, infallible plots to bring down the Seven Heavens, destroy the demons of The Abyss, or lay low The Lady of Pain. Once he deals with Mephistopheles and Asmodeus, all of his dreams will be perfected. It is safe to say that Beelzebub has no allies beyond Hell. Other beings simply cannot abide his arrogant selfrighteousness. Of the few non-devils or Fallen with whom he is willing to work with, most have no idea that they have dealings with the Lord of the Seventh. In this sense, Beelzebub rivals Asmodeus in his ability to manipulate countless individuals as he works towards a goal. Beelzebub maintains an incredible amount of pent up hatred for the Realms Above, particularly Heaven. However, he counts his most significant foe outside of Hell as the Herald of Holiness, Mikhail. It was Mikhail who personally shattered Beelzebub’s weapons during The Great Fall and cast him low. To this day, Beelzebub enjoys tracking the activities of those special to the Herald of Valor, striking them with diseases, madness, and worse. The Lord of Lies also holds a deep hatred for the Virtue of Justice, Asha, who is almost a Lawful Good mirror of Beelzebub, using his own spy networks to overcome The Order of the Fly. There is no one Defender of Freedom that Beelzebub counts as a primary foe, but all of them detest him to the last. Of all the Lords, Beelzebub is the only one known to have a personal enemy in the Scions of Anarchy, particularly Rennbuu and Xestomul. As he values symmetry and equilibrium, Beelzebub believes that slaadi should be wiped from the face of Cosmos. His Order of the Fly has orchestrated countless holocausts against slaad over the centuries and there are continued plans for more such actions. Beelzebub detests Rennbuu, the Scion of Colors, who values independence of form and expression, finding him an insufferable, talentless fool. Xestomul has long been a foil to Beelzebub since the Lord of Lies fell into Hell, striving to ensure that the Lord of the Seventh’s “perfect plans” do not guarantee a predetermined future. Among divine beings, Beelzebub has gained the enmity of the entire Elven pantheon. Beelzebub hates elves because they represent everything against which he is opposed even while creating some of the most beautiful works of art and magic. Even the drow and their chief “goddess,” Lolth, find cause to put aside their differences with their light-worshipping kin when it is determined that Beelzebub’s shadow is near. Elves follow very closely behind slaad as the Order of the Fly targets enemies to Beelzebub’s perfection. In Hell, Beelzebub’s alliances are based upon his own political needs. Aside from Asmodeus, Beelzebub wields the greatest political power among the Lords of the Nine. His Order of the Fly offers information to Dark Minister Corin’s spy network and often participates with the Ministry of Morale in finding potential rogue devils. He has so much blackmail information on Dukes across Hell that he has little trouble calling in a favor or two when he needs something done. It is possible that without his political power, Beelzebub would have long since lost to the slightly stronger and better established Lord of Darkness, Mephistopheles, centuries ago. Still, Beelzebub does not abuse his political power, knowing that to do so would bring the combined wrath of the other Lords and possibly Asmodeus as well. The Lord of the Flies’ greatest ally is undoubtedly Belial, the Master of Pains and Suffering. Although these two Lords are
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not as strongly bound as Dispater and Mephistopheles, they were clearly the most successful of the Fallen. Indeed, this is the only reason Beelzebub maintains the alliance as he needs Belial to offset the threat of Mephistopheles’ camp. With the Dies Irae, Beelzebub saw the loss of two of his other allies, Astarte and Moloch. He recognizes that Mephistopheles’ camp, which already has the benefit of longevity and experience, may grow if Bael and Lilith decide to take up with a fellow “pure” devil. To that end, Beelzebub has made it very clear to the Lord of the Fourth that their continued alliance is essential to both of them maintaining their stations in Hell. However, neither Lord trusts the other and Belial is wary of his former leader’s spies in Phlegethos while Beelzebub in turn frowns upon Belial’s carnal desires. Among the other Fallen, Beelzebub is something of a legend. In spite of their respect for him as a group, the other Fallen know better than to expect Beelzebub’s aid unless he can acquire something of value from them. The one Fallen with whom Beelzebub maintains little contact is Eblis, the Nemesis of the Heavens. After The Great Fall, these two paragons of angelic might parted company as Eblis was removed from Hell and Beelzebub embraced Perdition. There are occasions that Beelzebub finds it convenient to provide his former companion with information regarding the Heavens as they both continue to despise their initial masters. It is important to note that by “Fallen,” one does not mean the Voyeurs as they were cast out long before Eblis and the others. The few Voyeurs in Hell loathe Beelzebub, who partook in casting them out of the Realms Above. Even as Beelzebub considers the threat of Mephistopheles increasing his diplomatic associations with Bael and Lilith, the Lord of the Seventh has never turned away overtures from the Warlord of Avernus. Beelzebub respects Bael’s political savvy and his ability to overcome the odds and overthrow a former Lord, even a Fallen. In this respect, Beelzebub has not forgotten the fact that Bael is treacherous and is slowly filling the Bronze Tower with spies with the future intent of blackmailing the Lord of the First. Beelzebub all but ignores the Heirs of Perdition. Of the two, the only one to have overtly made offers to him was Lixer, the Prince of Hell. Interestingly, it is in Glasya that Beelzebub has an interest. He respects the Princess of Hell’s ability to effortlessly manipulate other Lords and wonders how much valuable information she could provide to him regarding her father, Asmodeus. With the other Lords, Beelzebub bears no special emotion, hating them all equally; it is known that Lilith blames him for her subservience to Moloch and plans to avenge herself. Needless to say, Beelzebub still counts Sammael as a foe. Although Beelzebub has not bothered with trying to assassinate him, the Lord of the Flies has plans for destroying the Poison of Perdition at the earliest possible time. Sammael, in return, takes any opportunity to assault Beelzebub or his activities. Although Beelzebub does not know it, he also has an enemy in Adremalech. While he remains ignorant of the true nature of his opponent, Beelzebub does know of the mysterious Order of Lie and its Hidden Lord. The idea that there is another, even more shadowy order in Hell besides his own Order of the Fly infuriates the Lord of Lies. It is said that Beelzebub has almost uncovered the identity of the Hidden Lord four times. In all his dealings, Beelzebub is a study in courtesy, charm, and patience. In all his dealings save those with
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Mephistopheles and Asmodeus. Beelzebub’s hatred for the Lord of the Eighth borders on obsession. The Lord of the Flies sees so much wasted potential in his frigid neighbor that it offends him. In his mind, Mephistopheles is a prime example of why lesser beings should not be granted power or authority. Simultaneously, Beelzebub is unable to understand how Mephistopheles has managed to stymie his plots, how he has managed to counter his every move. Beelzebub cannot accept the possibility that Mephistopheles may be his equal in most ways, and may actually surpass him in others. There are few things the Lord of Lies wishes more than to crush Mephistopheles. One, of course, is his ultimate intent to rule the entire Cosmos. However, Beelzebub’s most immediate and important goal beyond taking Cania and destroying Mephistopheles is to rule Hell and kill Asmodeus. If Beelzebub sees wasted potential in Mephistopheles, he sees the evil reflection of the very same faults he laid at the feet of the Supreme Virtue in Asmodeus. Like his first mistress, Asmodeus is nothing more than a fool who unwittingly stifles perfection. True, Hell comes far closer than Heaven since it does not coddle, but surely, Beelzebub believes, Asmodeus must recognize that he is not capable of bringing about the kind of revolution the Cosmos needs. After all, Beelzebub looks to the fact that Asmodeus allows the other Lords to challenge him, and that he has created a situation that keeps Hell from spreading across the Depths Below. So many centuries and no successes reflect Asmodeus’ inability to rule, his own imperfection. Yet, most importantly, Beelzebub tires of having to answer to anyone but himself. His humiliation at the hands of Asmodeus at the end of the Dies Irae revealed to him the clear possibility that his view of himself is wrong and this possibility must be confronted. The only means to do this is by destroying Asmodeus and taking the Serpent’s Throne. There are varied depictions of Beelzebub. This is expected considering that the Arch-Duke of Pride rarely leaves Malagard where he spends his time spying and dreaming. It is known that before his fall, Beelzebub appeared as a six-winged seraph that towered some 21 feet tall. Enveloped by soft, golden light, in this form Beelzebub wore a platinum crown and sung, rather than spoke, when he uttered a word. Upon his fall, Beelzebub retained most of his beautiful appearance, although there were some adjustments. Chief among them were his eyes; formerly exuding a soft golden glow, they become glass like and were multi-faceted like a fly’s. Rather than gold light, he was surrounded with black and blue mist that was actually formed by thousands of small flies; when he spoke, his powerful voice often droned like a gnat. His wings lost their feathers and became clear like that of a giant insect. His crown melted away and, in addition to a pair of bull-like horns, two antennae also appeared on his forehead. It is unclear whether or not Beelzebub recognizes that his features have changed and most that see him do not immediately recognize his vermin-like qualities. In the end, it does not really matter as Beelzebub believes that, regardless of his form, he is the ultimate standard that none can ever meet.
Combat Beelzebub does his best to avoid physical confrontation, finding it beneath his station. Instead, he believes
that his foresight and planning should allow him to avoid such nonsense. However, in the event that he “allows” for leeway in his plans that do bring about combat in which he is involved, Beelzebub is a lethal adversary. Beelzebub always calls devils before calling on his Aura of Hell and retreating to the rear. Those beings that manage to withstand Beelzebub’s Aura of Hell are then subjected to his crown of vermin. Those still standing after this second round are barraged by Hell’s Fire and creeping doom. A fight that progresses past this point results in Beelzebub unleashing another blast of Hell’s Fire and using his Song of Perfection. Unless circumstances dictate otherwise, he will then repeat the process from the beginning anew. Only if pressed will Beelzebub engage in direct melee combat. Aura of Hell (Ex): Beelzebub’s Aura of Hell can affect all creatures within 900 feet of him, with a Will save DC 66 allowed to negate the effects. Call Devils (Sp): As a move action, Beelzebub can call devils. Nine times a day, Beelzebub may call a Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so
called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Beelzebub has always been of the opinion that great generals lead from the rear, instructing their troops with the proper strategy and utilizing the appropriate tactics to ensure victory. As such, Beelzebub will call devils as soon as he finds himself under attack before retreating to the rear to cast all manner of terrible spells and effects. Beelzebub calls on cornugons over all others, valuing their extreme loyalty (as far as devils go), their healthy array of powers, and their organized and dependable nature. All cornugons are then expected to summon a troupe of hamatulas who then form an infantry. Beelzebub will call gelugons if it appears that his cornugons are not up a task, but tries to avoid them since he knows that they are the favored devil of Mephistopheles. Only under extreme duress will Beelzebub call pit fiends, whom he perceives as spies for Asmodeus. Diabolical Empowerment: Beelzebub uses his Charisma modifier for determining DCs for all saves. Hell’s Fire (Su): Beelzebub may use Hell’s Fire 24/ day, a ten-foot wide line of diabolical energy dealing 24d12 points of damage, up to 2100 feet away. Victims caught in the blast may Reflex save DC 66 for half damage. Beelzebub’s Hell’s Fire appears like a black bolt of negative energy surrounded by thousands of horribly buzzing and stinging flies. Infernal Nobility (Ex): As the Lord of the Seventh, Beelzebub has a status equivalent to that of the gods. Beelzebub possesses a cosmic rank of 16. While in Maladomini (and anywhere else on Hell that Asmodeus allows), Beelzebub functions as a greater god with a cosmic rank of 19. Lord of the Flies (Ex): Having grown accustomed to this once hated title, Beelzebub has embraced the idea of being Lord of the Flies. No manner of vermin will attack Beelzebub unless compelled to do so by a being that makes a successful rank check against him. Furthermore, no manner of insect-related spell, be it insect swarm, creeping doom, or crown of vermin, can harm, distract, or otherwise be a detriment to the Lord of the Flies.
Lord of Lies (Ex): So great is Beelzebub’s ability to tell people what they want to hear, so dreadful is his ability to proselytize the most decadent of thoughts into the grandest of dreams, that all that hear his voice risk falling under his power. When Beelzebub speaks, a barely audible buzzing or droning sound fills a radius of 700 feet extending from his person. All those the Lord of Lies selects within the radius must succeed in a Will save DC 66 or feel compelled to do whatever the Lord of the Seventh decrees for the next seven days. This effect is similar to the suggestion spell except that the victim believes that what he is doing is for the best and will promote the general good (or whatever is beneficial to the victim if the victim is of neutral or evil alignment). Any deed that does not directly and immediately betray the victim’s morals is considered acceptable. Cosmic and divine beings may seek to avoid this power through a successful rank check. The Lord of Lies may call on this power 7/day and may be used through his Master of the Web ability. Master of the Web (Ex): Of all the Lords of the Nine (save Asmodeus), Beelzebub has the widest network of spies and informants. Spread across the Cosmos like maggots on a colossal corpse, this network is further bolstered by Beelzebub’s extremely powerful remote sensing ability. As a standard action, Beelzebub can perceive everything within a 16-mile radius at up to 16 locations 16/day for an hour at a time. This supernatural effect can take place anytime Beelzebub’s name or one of his titles is spoken and for up to an hour after it is spoken. Master of the Web crosses planar boundaries and penetrates all barriers. In order to breech an area blocked by beings of divine or cosmic rank, Beelzebub must make a successful rank check against them. He suffers a -9 penalty when attempting to use this power against the personal abode of a Lord of the Nine and the Lord in question is immediately alerted to the intrusion on a failure. The exception to this rule is Nessus, into which Beelzebub cannot see. This ability is not affected by misdirection or nondetection or similar spells; however, seven flies always appear in the given area, generally settling on a nearby surface, causing some to feel a terrible, oppressive presence as if they were being scryed upon. Additionally, while Beelzebub can attempt to use this ability in an area protected by the hallow spell, he must penetrate the area as stipulated The Might of Hell ability; if he succeeds in breeching the area, the god is not alerted of his presence. The Might of Hell (Su): Beelzebub’s presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Beelzebub may unhallow an area equal to 1560 feet. Price of Perfection (Ex): Beelzebub can aid a being in growing closer to perfection for a minor price. 7/day, Beelzebub can grant a being an additional level in the highest applicable class, or grant a person a level in a class if that person possesses an NPC (aristocrat, commoner, etc.) class. When this occurs, the client receives the maximum hp, skill points, any feats or bonus feats, and most other class benefits. However, the client does not receive any bonuses to saves and actually receives a –3 penalty to her Will save with each increase. These effects are cumulative and kept secret from the client. Usually, Beelzebub will then send a servant to tempt the foolish client to a terrible, Lawful Evil act, hastening the client’s death and descent into Maladomini. Occasionally, Beelzebub will instead allow the victim to rise
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to 21st level, or until she reaches a –21 penalty on her Will save. At this point, the victim is immediately required to make a Will save 66. If the victim fails, cornugons burst from the ground (or the sky, or the ocean, or from some other part of the surroundings) and drag the victim down into Hell. If the victim succeeds, she is required to make this save every day, incurring a cumulative –1 penalty each day. Only an atonement spell and a quest cast by a 31st level cleric can absolve the fool who agreed to the Price of Perfection. While the atonement eliminates the penalties and stalls the impending doom that awaits the victim for 21 days, the victim also loses all levels gained from the Price of Perfection while on his quest. If the victim does not complete the quest within 21 days, she is immediately dragged into Hell and is subjected to the Song of Perfection. Protective Aura (Su): As a free action, Beelzebub can surround himself with a cloud of buzzing flies with a 20 foot radius. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both at 52nd level. The aura can be dispelled, but Beelzebub can create it again as a free action on his next turn. Rotting Wrath (Ex): In the unlikely event that Beelzebub actually engages in melee combat, not only do his powerful strikes deal damage, but they also confer his Rotting Wrath. Similar to the effect of a rod of withering, this horrible attack is more potent, causing maggots to explode from a terrible, magically induced wound. While it deals the same 1d4 points of temporary Constitution and Strength damage (permanent drain on a critical hit), there is no save to avoid the effect. Song of Perfection (Ex): Although Beelzebub has long since lost his angelic voice, the Lord of the Flies still finds power in song. Once every 1d4 rounds, Beelzebub may sing his Song of Perfection as a move action. All within a 70-foot cone, stunned with the quality of the Lord of Lies’ voice, feel their souls purged of impurities when faced with the miniscule amount of the perfection Beelzebub delivers. A victim comes ever closer to the perfect servant envisioned by Beelzebub, one with great physical prowess and limited intellect and personality: the perfect slave. A victim that succumbs to the Song of Perfection, must make a Will save DC 66 to withstand the effect. If the victim fails, he immediately receives a +7 bonus to his Strength, Dexterity, and Constitution, while simultaneously suffering a –7 penalty to Intelligence, Wisdom, and Charisma. The effect lasts for seven rounds as the victim attempts to deal with utter, diabolical perfection. Encores of the Song of Perfection cause the bonuses and penalties to stack. If either the victim’s Wisdom or Charisma reaches 0, he is immediately struck dead; he retains the physical bonuses and takes on Construct traits, but is otherwise utterly and totally subservient to Beelzebub. Only the direct intervention of god or cosmic entity can hope restore the victim. Such an attempt requires that the entity first make a successful rank check against Beelzebub, and then a successful caster level check against the Lord of the Flies. Spell-Like Abilities: Constant—detect good; at will—aid, animate dead, animate objects, baleful polymorph, bestow curse, blasphemy, charm monster, commune, contagion, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, detect magic, dimensional anchor, dominate monster, flame strike, greater dispel magic, greater invisibility, greater
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teleport, imprisonment, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, resist energy, restoration, resurrection, summon monster VII (as an evil or lawful spell only), speak with dead, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire, waves of fatigue; 3/day—blade barrier, earthquake, mass charm monster, permanency, waves of exhaustion; 9/day—divine favor, demand, destruction, discern lies, enthrall, firestorm, geas, greater command, greater restoration, magic vestment, meteor swarm, repulsion, storm of vengeance, true resurrection; 6/day—accursed, hellball, oppress, tyranny; 3/day— wish; 1/day—power word blind, power word kill, prismatic spray. Caster level 78th; save DC 40 + spell level. Beelzebub gains the granted power of the Nobility domainCW, allowing him to inspire his allies as a standard action to grant them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. His allies must be able to hear him speak for 1 round. This effect lasts 21 rounds and can be used once per day. CW Found in Complete Warrior. Keen Vision (Ex): Beelzebub has low-light vision and 60-foot darkvision. Spells: As a fallen solar, Beelzebub retains the ability to cast divine spells as a 65th-level cleric. Spells per day: 6/11/10/10/10/10/8/8/8/8/4/4; save DC 40 + spell level. Typical Cleric Spells Prepared: 0—create water, guidance (x2), mending, resistance (x2); 1st—bane, cause fear (x2), curse water, deathwatch, divine favor (x2), doom, entropic shield, protection from good*, resurgence CD, shield of faith; 2nd—align weapon, calm emotions*, cure moderate wounds, death knell, desecrate, eagle’s splendor, find traps, lesser restoration, shatter, silence, status; 3rd—bestow curse, blindness/deafness, contagion, cure serious wounds, invisibility purge, locate object, magic circle against good*, protection from energy, remove curse, wrack CD (x2); 4th—cure critical wounds, dimensional anchor, discern lies, dismissal (x2), divination, divine power, giant vermin (x2), order’s wrath*, poison; 5th—break enchantment, dispel chaos*, insect plague, righteous might (x2), slay living, subvert planar essence CD, symbol of pain, true seeing (x3); 6th— banishment, cometfall CD, find the path, geas/quest, heal (x3), hold monster*, word of recall; 7th—bestow greater curse CD, dictum*, ethereal jaunt, greater scrying, reaching slay living, regenerate, slime wave CD, quickened dispel magic, violated blade barrier, violated harm; 8th—antimagic field, brain spider CD, dimensional lock, discern location (x2), earthquake, reaching harm (x2), shield of law*; 9th—energy drain (x2), etherealness, dictum*, implosion, miracle, storm of vengeance, violated fire storm, violated mass inflict critical wounds; 10th—dictum*, quickened cometfall CD, quickened heal (x2), quickened violated flame strike; 11th — dictum*, quickened blasphemy, quickened destruction, quickened violated harm (x2). * Domain spells. Domains: Evil and Law (cast evil and law spells at +1 caster level). CD Found in Complete Divine.
Epic Spells: 8 per day. Epic spells known: contingent true resurrection, create living vault, crown of vermin, curse of apostasy, damnation, demise unseen, dreamscape, enslave, epic counterspell, epic dispel magic, epic repulsion, esoteric aegis, greater epic mage armor, greater ruin, kinetic control, lord of nightmares, lure of
loquacity, miasma of hatred, momento mori, nailed to the sky, peripety, pestilence, ruin, soul hold, soul scry, tyranny. All-seeing Eye of the Fly: This major artifact allows Beelzebub to use the remote sensing and godly senses abilities as a god of his cosmic rank. The remote sensing is not linked to an area with his name spoken, or a site dedicated to him, but instead any location that Beelzebub chooses. However, the power does not function within 1 mile of any creature with divine rank. Seven times per day, Beelzebub may spy upon someone who has spoken his name or title that day. He may freely view and sense through this person, regardless of defenses against mental effects, scrying, or even divine intervention. This power does function in the presence of beings of cosmic or divine power. However, Beelzebub is limited by the being he is sensing through. If that creature cannot see in darkness, Beelzebub cannot while using this power. Once every seven days, Beelzebub may instantly slay someone by using this power. The targeted being must have spoken his name or title within the last 24 hours. They must succeed on a Fortitude save DC 66 or their internal organs are transformed into infernal flies. A number of hell-fly swarms equal to their HD pour forth from their facial orifices and attack all living creatures in the area. Beelzebub usually reserves this use of the power to punish traitors. The origins of this potent artifact remain nebulous even to those that are unaware of its existence. Certain scholars claim that it was presented to Beelzebub by Asmodeus when the Lord of the Flies first bowed his head to his new master. Others claim that he possessed it before his Fall and that the Eye was corrupted into its current state in a manner paralleling Beelzebub’s own disgrace.
Summoning Beelzebub Beelzebub’s summons is arguably the most exacting of the Lords of the Nine in terms of requirements and attention to detail. Some scholars have noted that the exact procedure has changed over time in minor ways, and thus those determined to treat directly with the Lord of the Flies are warned to use only the most credible, informed sources in ascertaining the specific rites necessary for his summons. Indeed, Beelzebub is aware long before the time of attempted summons of an individual’s desire to speak with him; it is always with the aid of the Order of the Fly that an invocant is able to determine the most elusive elements of the procedure. A successful summons demands that the place of summoning be fit for Beelzebub’s august presence. Three magic circles must be prepared: one using the typical silver dust, a second within dusted instead with carat gold, and the innermost circle prepared using dust of platinum. Within the innermost circle, perfectly aligned so that it is central to the magic circles, must be prepared a dais of polished marble precisely seven feet in diameter; the closer the dais is to being of perfect proportions, the better it will go for the invocant. Wise summoners understand that magical aid is required to achieve the truest results in this matter. The room itself must be a perfect cube, or as close as the summoner can achieve to this ideal. As with the dais, imperfections, however slight, will disappoint and possi-
bly insult the Lord of the Flies; magic aid should once again be sought. Beelzebub allows no more or less than nine invocants; of those nine, all save the chief invocant must be blindfolded (or blinded), unworthy as they are to look on the perfection of the Lord of the Seventh. Even the chief invocant, upon the arrival of Beelzebub, must look away unless invited by the Lord of the Flies to do otherwise; this is achieved simply by prostration before the dais (and has the added affect of possibly pleasing Beelzebub). Each phrase must be enunciated perfectly; the slightest flaw in pronunciation ruins the incantation, bringing calamity upon the invocant (see below). Of course, those in the room may not know this until the last rites have been observed. Should the invocants survive a ruined incantation, they are free to try again, however all materials used in the failed rite are visibly corrupted and thus unsuitable for a second attempt – even the room and dais will have warped away from their proper shapes. Should the rite prove successful, a single, resonating note will sound throughout the area, followed in succession by six more notes, forming into a perfect chord; behind this marvel of music, a slightly irritating buzz will be heard. From the four corners of the room, motes of light will flash in towards the dais, gathering there and swarming. The buzzing sound will seem to grow in volume, though it never actually drowns out the choral effect, as the swarm of light grows; the light will steadily fade from the swarm until an immense column of flies remains in its place, bereft of glory. In a final, stunning note, light will flash one last time from the column; when it fades, Beelzebub can be seen in its place. There is no doubt as to who controls the audience. Beelzebub is quick to dominate conversation, correcting pronunciation, philosophy and purpose, and using his knowledge of the invocant’s imperfections as leeway when determining the nature of any contracts. He will, of course, seek to offer his Price of Perfection boon; however, he is able to aid in other ways by means of his other powers and, of course, his network of spies and political power. The audience having drawn to the conclusion to which the Lord of the Flies must have pre-determined, Beelzebub points dramatically to the dais upon which he stands, rising a little from the floor. The dais disintegrates into a fine dust; none may stand upon the footstool graced by the Lord of the Seventh. He opens his mouth and begins to sing an unholy hymn, and his voice is terrible in its perfection. Once again, the buzzing noise grows; as he hits the crescendo, the Lord of Lies seems to burst apart, as an immense swarm of flies quickly fills the room. This swarm persists for exactly seven rounds, during which time any creature in the room must make a Fort save DC 66 or be nauseated as a result of swallowing some of the flies (1d6+1). These flies are otherwise harmless, but live indefinitely within the creature, and allow Beelzebub to offer a suggestion to the creature 1/ day with a Will save DC 66, or to dominate the creature once per year (Will save DC 66; lasts seven days); he need not be in the presence of the creature to do so, and is able to concentrate and determine the location of the creature. One fly dies for each time that the creature is dominated; when all flies have died, this particular influence of Beelzebub ends. In the event that the summoners mar the invocation, the swarms deal 7d6 damage each round to all in the room; failure on the Fort save DC 66 not only leave the
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creature retching as it swallows flies, but also drains it of 1d6+1 points of Constitution. A successful save halves the Constitution damage.
MEPHISTOPHELES Lord of the Eighth Looking over the board, Imperious Sebastinian considered all the possible outcomes of his move. With great care, he repositioned an onyx shard, removing his opponent’s piece with some satisfaction. “Your move,” he said with a confident grin. Sebastinian looked over at his opponent, who had left the small table during the Imperious’ deliberations. He was staring outside his keep’s window into the pristine, icy land the Imperious ruled with cold efficiency and stoic decisiveness. Indeed, it was only during moments when his research brought him a new servant for his bed or when he defeated those who would challenge the game his forefathers created that Sebastinian showed any emotion. His opponent, however, had not shown any emotion since his arrival. The man was tall and slender and dressed in regal, white robes of a cut unfamiliar to Sebastinian despite his years and breadth of travel. As the man stared out at the snowing twilight, Sebastinian felt annoyance at his opponent’s disregard for tradition in playing the Game. “Excuse me, sir,” Sebastinian said coolly, “but it is your move…” The man turned around slowly and Sebastinian was again annoyed that he could not recall his name. Had he been a different man, one with any degree of courtesy or politeness, he would have humbly asked for the man’s name. Suffice it to say, he was not a different man. After all, he controlled the entire Glade of Eternal Spring through ruthless efficiency and success brought on by his studies. Yes, it required certain… arrangements to ensure his power, but he could not recall what those arrangements were they took place so long ago. What he did know was that they were worth it. Just yesterday he accomplished his life’s goal: the binding and ravishing of the Glade Queen. Now her power was his, as was her land. His research, his scholarship, had been well worth whatever price. And now, to top it off, this stranger appeared to challenge him for a small price he claimed owed to him and challenged him to his family’s game for payment. A worthwhile distraction, the Imperious thought initially. Now, considering the direction of the game, it seemed like a waste of time. The opponent hardly regarded Sebastinian with a chilly glance as he moved stiffly to the table. After a cursory look at the table, the opponent repositioned one of his pieces without so much as threatening Sebastinian’s pieces. The Imperious shook his head in pity. “You aren't trying, are you?” “What would be the point?” Icy blue eyes regarded Sebastinian fully for the first time since his arrival. The man’s face was saturnine and seemed almost frostbitten if he did not know any better. A perpetual frown marked his dusky face and the air around him seemed… dim. Sebastinian knew a fellow conjuror when he saw one and knew such tricks to be par for the course for the less talented. Still, his opponent’s carelessness was bothersome. “The point,” Sebastinian answered as though speak-
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ing to a foolish child, “is to collect whatever it is you think I owe you. And, I truly suspect,” he added, ignorant of the pride in his voice, “to prove yourself better than me.” “This fact is in doubt?” Sebastinian offered a dead smile as he breathed in on his hands. The draft from the air was cooling down his solarium quickly. With a wave of his hand, he closed the window and returned his attention to the Game. The silence lasted briefly as the Imperious made his next move. In a supremely confident tone, he responded to his opponent’s presumptuous comment, “Well, certainly. One can't always win.” His opponent arched one black eyebrow. “I suppose you cannot.” Cold air escaped from his mouth. Despite having closed the window, the room seemed to have gotten colder. Sebastinian was distractedly rubbing his hands together as he watched his rude opponent with sudden anger. His opponent made another quick move. Sebastinian started as studied the board carefully. Amazingly, his opponent left few openings with this careless maneuver. He attempted to strike up a conversation as he contemplated his next move. “You know that this game is hundreds of years old?” “Is it now?” The opponent steepled his hands, which had long, slender fingers with black lacquered talon-like nails. Sebastinian was tapping a finger on his lip while his other hand toyed with one of the pieces. His annoyance finally crystallized on the surface as he snapped, “You don't believe me?” He suppressed a shiver as he slowly placed his piece. “I merely question your intellectual grasp of the facts.” The voice was barely a whisper and leaked with venom. Sebastinian, unaccustomed to being spoken to in such a manner, started to glare at his guest, but something about his opponent’s eyes gave him pause. A strained smile cracked his face briefly. “Allow me to clarify,” he said as he flexed his fingers several times to get the blood flowing back into them. Where was this chill coming from? Sebastinian went on to explain the history of the game, how his ancestor had created it as a battlefield strategy device for young officers. He explained how his family had gained great power and prestige throughout history as a result of their command of the game and the tactics it required. No army could defeat them on the battlefield; no political opponent could outwit them in court. As time went on, the game passed from a tool for tactics to an amusement for intellectuals, but his family still maintained their command of the game as a tradition. All the while the contest continued, although Sebastinian found that his opponent had made numerous significant errors. To think he was worried for a moment. He smiled from the inner warmth of impending victory as he wrapped himself deeper in his robes. Were it not for tradition, he would have gotten up to light the fire ages ago. “As a matter of fact,” the Imperious concluded as he made the game-winning move, “it has been said that I am the greatest player our family has seen in ages.” He waved frostbitten hands over the board, a horrid smile frozen on his face. “As my victory clearly indicates,” he chattered. “A construction of your fool's wit. Your storytelling skills lack as much as your command of the facts.”
“How dare you –?” Sebastinian began as he tried and failed to rise from his chair. He gasped in horror as he realized his joints were stiff and his extremities numb. His opponent rose from his seat to tower imperiously over him. Sebastian watched in awe as his opponent began to change. The whisper of a voice deepened and the ice-blue eyes flashed menacingly. “Enough of your prattle. Omniscient I am not, yet many things I know. The Game is not hundreds of years old; it has existed for eons. It has seen the rise and fall of countless worlds much as I myself have, for I am its creator. It was brought here to this world ninety generations ago, when your patriarch engaged in an arrangement with me. Much like the one you made with me twenty-four years ago.” The opponent had drawn himself up fully now, standing nine feet in height. His sooty skin was now an almost crystalline blue-black, a stark contrast to his white and silver robes. Frosty tendrils wisped from the creature’s body and a pair of great horns curved from its forehead. “Like your patriarch, you sought knowledge and truth. And, like your patriarch, you spent that knowledge well. How many nymphs and dryads did you enslave to your will? How sweet was the Glade Queen’s kiss?” The creature sneered, revealing ice-white fangs in his mouth. Sebastinian heard the crystal pieces crack from the cold the creature emanated. “The fruit of knowledge and truth. And, as with your patriarch, tradition will be maintained. As I left this mortal coil with his soul, so too shall I depart with yours.” Great, black wings unfurled from the creature’s back as a blast of cold air coalesced in its clawed hand. A crystal ranseur appeared, its barbs illuminated with frost, fire, and lightning. The creature tapped the ranseur on the ground, issuing a sound akin to that of shattering bone. Sebastinian struggled mightily now, but it was no use. He felt nothing as the layers of frost became as razors and began to slice through his extremities, seeking to reach the spark within. An undignified whimper escaped his frozen lips. “Who... What are you?” His opponent almost smiled. A voice seemed to sound in his head as the tendrils of cold reached his soul. Memories rushed back with the force of a glacier. Memories twenty-four years old, which he had conveniently forgotten. “Mephistopheles!” Sebastinian’s cracked lips bled as they voiced the identity of his opponent. Tears welled in his eyes, cutting them as they froze to ice. “Yes. The first correct statement you have uttered today.” As Sebastinian’s body fell apart, Mephistopheles glanced at the game board, and an unseen hand made the true last move of the game. Sebastinian heard one last thing from the devil as his frozen soul plummeted into Hell. “Checkmate.” Arch-Duke of Cania Wizard 10/Loremaster 20/Archmage 5 Large Outsider (Abomination, Evil, Extraplanar, Lawful) Symbol: A stylized, diabolical dark-blue head encased in a silver diamond on an inverted black triangle. Cosmic Rank: 16 (19 in Cania) Hit Dice: 53d8 + 25d4 + 1,056 (1,620 hp) Initiative: +17 (+13 Dexterity, +4 Improved Initiative)
Speed: 120 ft, fly 250 ft. (perfect) Armor Class: 79 (+13 Dexterity, +34 natural, +13 deflection, +9 profane, +1 dodge, -1 size), touch 45, flatfooted 66 Base Attack/Grapple: +70/+86 Attack: Cold Soul +89 melee (2d6+26 plus 2d6 unholy plus 3d6 elemental/x3 plus 9d6 elemental and 3 negative levels); or claw +81 melee (4d6+12); or wing +81 melee (2d6+6); or spell +82 melee touch or +83 ranged touch Full Attack: Cold Soul +89/+84/+79/+74 melee (2d6+26 plus 2d6 unholy plus 3d6 elemental /x3 plus 9d6 elemental and 3 negative levels); or 2 claws +81 melee (4d6+12) and 2 wings +76 melee (2d6+6); or spell +82 melee touch or +83 ranged touch Space/Reach: 10 ft. /10 ft. Special Attacks: Aura of Hell, call devils, Cold Shoulder, Hell’s Fire, Might of Hell, Soul Freeze, spell-like abilities, spells, Spiritual Desolation Special Qualities: Abomination traits, blindsight 500 ft., Damage reduction 40/anarchic, epic, good and silver, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, Dread Secret, greater lore, high arcana (arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping, spell power), immunity to fire and poison, Infernal Pact, Lord of the Nine, lore, regeneration 24, resistance to acid 40 and cold 40, secrets (applicable knowledge, dodge trick, secret knowledge of avoidance, secret of inner strength, the lore of true stamina), spell resistance 79, Stoic Spellcaster, telepathy 1,000 ft., true lore Saves: Fort +59, Ref +60, Will +57 Abilities: Str 34, Dex 36, Con 35, Int 53, Wis 30, Cha 36 Skills: Appraise +97 (+107 alchemical items), Balance +41, Bluff +89, Climb +37, Concentration +108, Craft (alchemy) +117, Craft (bookbinding) +77, Craft (calligraphy) +77, Decipher Script +117, Diplomacy +95, Disguise +13 (+21 when acting in character) Escape Artist +43, Gather Information +84, Hide +42, Intimidate +107, Jump +41, Knowledge (arcana) +127, Knowledge (geography) +90, Knowledge (history) +117, Knowledge (nature) +85, Knowledge (nobility & royalty) +95, Knowledge (local [the Nine Hells]) +117, Knowledge (the planes) +117, Knowledge (religion) +117, Listen +70, Move Silently +43, Perform (oratory) +53, Search +97, Sense Motive +96, Spellcraft +135 (+145 for scrolls), Spot +81, Survival +40, Swim +37, Tumble +39, Use Magic Device +99 (+119 for scrolls). Feats: Chain Spell, Corrupt Spell-like AbilityB, Corrupt Spell, Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Dark SpeechB, Delay Spell, Empower Spell, Energy Admixture (cold), Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Improved Initiative, Maximize Spell, Repeat Spell, Silent Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (all)B, Still Spell, Twin Spell, Violate Spell. Epic Feats: Craft Epic Magic Arms & Armor, Craft Epic Staff, Craft Epic Wondrous Item, Enhance Spell, Epic Evil Brand B, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Heighten Spell, Intensify Spell, Multispell (x6). Environment: Mephistar, Cania, the Eighth of the Nine Hells of Perdition
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Organization: Solitary (Unique) Challenge Rating: 66 Treasure: Cold Soul, quintuple standard Alignment: Lawful Evil In the Eternal Pit of Hell, there is nothing that does not serve the promotion of organized Evil. Whether it is war, meaningless toil, wealth, sex, hunger, nature, or the need to improve, all things can find their dark side in Hell. Of all the elements of existence warped by Hell, knowledge is perhaps the most affected. To many, the pursuit of knowledge has become an end unto itself. Knowledge for the sake of greater understanding or deeper wisdom has caused many, mortal and immortal alike, to disregard the emotion, the value, of their pursuits. To these, emotion is a shackle that drags them down, limiting their ability to look objectively, coldly at what lies before them in order to learn more. Of course, many such seekers believe that what they are doing is, at the very least, beneficial to the rest of the Cosmos if not necessarily righteous. For the healer, new insights in strengthening the body without magic is far greater than caring about the annoying pleas of the test subject who undergoes excruciating pain in the name of knowledge. For the lawyer, who uncovers ways to manipulate the law to the benefit of his crooked client, never concerned about those who suffer from his client’s wiles. For the wizard who seeks to peer into the Realms Beyond, having no need for faith, companionship, compassion, or love as she seeks to ascend the pinnacle of wisdom. To these, knowledge in pursuit of a greater, objective meaning is what drives them. For these, who seek to eliminate the lingering shackles of morality and light, Hell often opens its lusting maw, wherein countless others who likewise sought to know at the expense of loving now dwell. In Hell, in the endless expanse of cold, waits the lord of those who seek to know and abandon light in their goal. In the freezing depths of Cania, they too late realize the fallacy of their pursuits, the sophistry in their arguments. The see that in seeking to gain, they have done nothing but lost. Yet, in Cania they find that their patron, powerful though he may be, is no better than they in this regard. Like his victims and servants, Mephistopheles, the Lord of the Eighth, in the depths of his damned heart knows naught but loss. Mephistopheles is the quite possibly the most powerful of the Lords of the Nine after Asmodeus. Within Hellish lore, it is often said that he is the oldest as well. According to frigid dirges occasionally sung in Cania, the Lord of Darkness was said to have risen deepest and first in the pit among the malefircareim. The very same songs claim that he was the first to gather others to him in a bid to cast down lesser hellspawn. He was Verrier’s most terrible rival and, according to the songs, would have cast down Hell’s Pawn had not Lucifer appeared. The greatest of intellect among the hellspawn, Mephistopheles did not prove to be the wisest as he was prepared to battle against the Lightbringer. However, the power of The Overlord overwhelmed him and forced him to his knees with a choice - eternal oblivion or serve under but one other. The Arch-Duke of Cania selected the latter option and, in doing so, he became the first to receive his own layer, the first to be served by various Dukes of Hell and other lesser devils, and the first to condemn mortals to Hell. He was the first to openly challenge The Overlord of Hell for the Serpent's Throne and
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the first to fail. He is also the first and only one of the Lords and probably all of Perdition to recognize that, in the grand scheme of things, nothing matters and that in the darkness in which he and his peers dwell, nothing ever will. And, like the fool he knows himself to be, Mephistopheles strives to create meaning by seeking out a deeper meaning in the organized Evil he serves, all the while knowing that this knowledge cannot and will never exist. Mephistopheles is a cold-hearted tyrant. Utterly merciless, he is almost completely devoid of emotion and spends as much of his time computing, experimenting, reading, and studying as possible. When not engaged in these activities, he seeks out mortals that lust for power and knowledge or else initiates a new plot to cast down his rival Beelzebub or overthrow his hated master, Asmodeus. One thing Mephistopheles never does is consider how pointless his pursuits are or consider the darkness that has gnawed his soul for as long as he can remember. To do so, he unconsciously knows, will cause him to descend into the despair that he just barely keeps at bay. One could say that all of what Mephistopheles does is to ignore the darkness that he sees hovering just beyond his gaze. His dedication to knowing, to understanding, is utterly empty of compassion and wisdom and it is due to this that Mephistopheles shall eternally find no solace through his great mind. Still, as a paragon of Hell, Mephistopheles cannot help but become embroiled in the intrigue and violence of the Pit and few have ever bested him. During the rule of Lucifer the Satan, Mephistopheles was very open and aggressive with his desire to rule Hell. He concocted countless plots to bring about Lucifer's downfall and was among the first Lords approached by Asmodeus when it was clear that the flames of Hell were about to change. However, Asmodeus betrayed Mephistopheles and took the Serpent's Throne for himself. Although Mephistopheles still does not hide his ambition, he is far more subtle about his goals and desires. He remembers how Asmodeus manipulated and used him to achieve his power, and he has seen the likes of Adrammelek, Astaroth, and Sammael removed from their lordships by The Overlord of Hell, and quietly fears that such a fate could happen to him if he is not more careful. It was this new discretion that saved Mephistopheles from being overthrown in the not too distant past. For untold centuries, the pit fiends and some Dukes of Hell that lived in the Eighth challenged Mephistopheles, as they were well aware of his desire for Asmodeus' throne and the political weakness this created for their Lord. Their interference and intrigue cost him dearly as he tread carefully to maintain Cania lest some arch-devil or other Lord of the Nine decided to take advantage of Mephistopheles' tentative control. Eventually, such a devil did indeed appear, one Duke Molikroth. In short order, Molikroth overthrew Mephistopheles with the help of the pit fiends and a few Dukes of Hell. For a time Molikroth ruled until, upon hosting a grand celebration with his accomplices, he revealed that he was truly Mephistopheles. With the proof of their insurrection revealed, the few who continued to be loyal to the Lord of Cold overcame the traitors who have since disappeared from Cania. The success of this plot temporarily bolstered Mephistopheles, who eagerly pushed his rivalry with Beelzebub to its limits. It could be argued that Mephistopheles
was responsible for the beginning of the Dies Irae for without his increased aggression against the Lord of the Flies, it may never have started. In any event, Mephistopheles’ actions in the Dies Irae cost him almost everything. Like most of the other Lords, Mephistopheles was allowed to maintain his status as Regent and now concentrates most of his internecine interests exclusively against Beelzebub and, on occasion, Leviathan, as he seeks more subtle means to address his hated master. Indeed, Mephistopheles has redoubled his efforts to increase his supply of powerful souls, believing that he may find the means to rid himself of his diabolical enemies through their power. Among mortals, Mephistopheles is best known for his temptation of powerful, brilliant men and women. Two of the tales that have spread across the Cosmos revolve around Theophelus and Faust. In both cases, the Lord of Loss was summoned to the mortal coil by these powerful men, both wizards. In both cases, Mephistopheles agreed to broaden their intellects in return for their souls after a certain period of time. And in both cases, Mephistopheles’ gifts corrupted their souls and destroyed their mortal lives. However, their ends were not identical. In Theophelus’ case, the great wizard overcame his despair and set aside aside his pride even as he fell in love with a poor woman (called Gretchen by some and Margaret by others). These acts of contrition and his willingness to make right the wrongs he caused in his pursuit of cold knowledge allowed Theophelus to atone for his sins and, upon his death bed, a wrought Mephistopheles was denied his prize – Theophelus’ soul – by the presence of Theophelus’ world’s god of justice and mercy. However, most of Mephistopheles’ contracts end in a manner similar to that of Faust. While Theophelus abandoned pride and despair, Faust – having seen the depths of Hell and balking at the limitation of righteousness – embraced his despair and continued to seek knowledge, although all too soon even what he knew failed to please him. In his world, Faust would die alone and in terrible agony, his body found in neatly stacked pieces in his castle chamber, ice and snow covering the entirety of the room. Most know the lesson of deals with devils and deals with Mephistopheles are among the most deadly. Still, these tales have not stopped those seeking to expand their minds from calling on the Lord of Darkness. Mephistopheles is probably the Lord most frequently called to the mortal coil and the Lord personally responsible for casting the most souls into Perdition. He values knowing for knowing grants understanding which leads to the ability to control which in turns leads to power. Mephistopheles caters to those who have scorned physical strength (and were perhaps abused by it) and seek to bring Creation to its knees through their understanding. Of course, many would be servants of Mephistopheles fail to recognize this aspect of their being. To be sure, there are many that pursue knowledge for other ends, who truly wish to make the life better for others, who are filled with love or at least compassion, recognizing that the reason to know is to improve the soul. Yet, those that fall to Mephistopheles’ way of thinking are not interested in their souls. They are interested strictly in their minds and their ability to impose their minds on others. Yes, many believe that they are driven to know because they can make lives better, but they will not offer those they deem as lessers a choice in accepting their discoveries for such are too ignorant and stupid to recognize that they have no idea what is good and right
for them. All those of this mind are unwitting servants of the Lord of Loss, unwitting servants of Hell. Between searching for more mortals to damn, Mephistopheles does little more than study and pursue greater knowledge and power. Within Hell, the Arch-Duke of Cania is feared and hated more than any other Lord save Asmodeus, his cold countenance and frigid arrogance having insulted everyone. Still, there are a few that are willing to tolerate the Cold Lord’s insufferable arrogance from time to time. Chief among these is the Lord of the Second, Dispater. Of all the Lords, Mephistopheles and Dispater have the closest relationship and are fairly loyal to each other. Still, Mephistopheles can barely tolerate his brother’s lethargy and cowardice and only deals with him when necessary. The Lord of No Mercy rarely finds a reason to deal with lesser nobles beyond his court, although he has a mild and growing interest in the Prince of Hell. While Mephistopheles could care less about Lixer himself, he suspects that the Emperor Scion’s knowledge of necromancy would be extremely useful in his hands. So far, Mephistopheles has allowed a chilled diplomatic relationship to form between him and the Prince as he considers how he could get away with consuming Lixer and his knowledge without raising Asmodeus’ ire. Beyond Hell, Mephistopheles has passing acquaintances with gods and cosmic entities of knowledge. He counts none of them as allies, but quite a few as rivals and foes. He loathes Mystra (in all of her incarnations) as he has yet to uncover the secrets behind her control of her world’s Weave, which he believes if duplicated in Hell would catapult him to the bottom of Nessus. He finds no cause to begin an enmity with Boccob, although his stoics have often run awry of the Uncaring’s servants. Within The Abyss, Mephistopheles has no allies and counts all of the ravening hordes as foes although he holds a special hatred for Diabolus, a former servant that robbed him millennia ago. He also detests Graz’zt, who stands as his evil antithesis. While Mephistopheles scorns emotion and physical lust in his pursuit of knowledge, Graz’zt offers both knowledge and sex to those who would accept his embrace. It is unknown whether these two evil creatures have ever met in person, but if such a day ever arrives, it will be a dreadful one. Although he claims that The Wastes have little to offer him or his servants, Mephistopheles has secretly wondered if he would find kindred spirits in the plane of despair. Since Mydianchlarus took the Siege Malicious and became The Oinodaemon, Mephistopheles has contemplated establishing a secret alliance but has yet to do anything for fear of what happened to Sammael happening to him. It is within Hell that Mephistopheles finds his most hated foes. One of his greatest is Leviathan, the selfstyled Prince of Stygia. Since the time that the Eternal Traitor originally ruled the Fifth Perdition, he has mocked Mephistopheles by taking cold as one of his totems. Furthermore, not only does Leviathan seek to overthrow Asmodeus, he has also routinely sabotages Mephistopheles’ plots. Since the Prince’s return, the Lord of Loss has filled Stygia with many spies and does all he can to stymie Leviathan’s attempts to escape his icy prison. Yet, while Mephistopheles hates Leviathan, his true loathing is reserved for Beelzebub and the feeling is mutual. These two devils have hated each other since the latter's arrival in Hell untold millennia ago. It was this rivalry that led (at least in part) to the Dies Irae, and many scholars believe that if there is a change in
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Hell, it will be due to the machinations carried out by either or both of them. Mephistopheles' cold hatred for the former seraph stems from a variety of factors. On the surface, Beelzebub and his ilk brought offensive change to Hell. The only changes Mephistopheles wishes to see are those which he institutes; to have these upstarts appear and so quickly transform the face of Hell (and to do so with such success, no less) is an insult Mephistopheles claims to be unable to abide. Furthermore, Mephistopheles has always known that Beelzebub desired the Serpent's Throne for himself, a desire Mephistopheles fears could undo him. In order to combat his rival, Mephistopheles has established alliances with other "true" devils, chief among them Dispater. He also maintains contacts with deposed Lords like Geryon and Sammael. Although he does not trust him, Mephistopheles is considering the strategic advantage having Bael as an ally would bring and may eventually succumb to the Pretender's overtures for alliance. However, these rationalizations for his enmity with Beelzebub are utterly false. In a truth Mephistopheles is barely subconsciously aware of, the Lord of No Mercy sees how pervasive despair is if it can cast down one as formerly good as Beelzebub. The fear of this being a universal truth deepens Mephistopheles’ own meaninglessness and forces him to confront it. It could be said that, aside from his pursuit of the Serpent’s Throne, the Lord of Loss’ war with Beelzebub is the only thing that keeps him from destroying himself. It must be wondered why, if Mephistopheles finds nothing but despair in his quest for knowledge, he seeks to take the throne of The Overlord. The truth is, while in the depths of his being he knows otherwise, Mephistopheles hopes that the pinnacle of organized Evil will grant him the answers to his questions. Mephistopheles believes that he can make a reality of the illusion of meaning that Asmodeus and his predecessor provided if he sat on the Serpent’s Throne. It is unclear if Mephistopheles has given much thought to the tremendous power both Asmodeus and Lucifer have exhibited. Just as he knows how meaningless his evil is deep in his subconscious, it is probable that Mephistopheles has long since realized that he has no chance of ever defeating Asmodeus and that the current Lord of the Ninth and Lucifer are one and the same. However, as overthrowing Asmodeus is the means to his assuming the ability to truly give meaning to Evil, Mephistopheles continues to lie to himself about this as he has about many other things. Asmodeus is fully aware of Mephistopheles’ struggle; after all, The Overlord himself knows that what he represents is an illusion to give meaning to meaninglessness. Asmodeus allows Mephistopheles to exist because the Lord of Loss is the pinnacle of what corrupt knowledge in the name of an illusion represents. Besides, Asmodeus feels that allowing Mephistopheles to die would be a release for the Lord of the Eighth and he much prefers seeing his oldest child and servant suffering. Mephistopheles is perhaps the most classically diabolical of the Lords of the Nine. Nine feet tall, Mephistopheles has long horns jutting from his forehead, over his slanted, glowing ice-blue eyes. His body is almost always covered in grandly elaborate and flowing pristine white robes and capes (studded with diamonds), concealing his slender, but athletically built, utterly blue-black body. He sports two massive, dragon-like wings, and his long hands end in hooked talons. A frigid mist sur-
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rounds his body; small plants have been known to perish from frost in his passing. Mephistopheles speaks with a chilling whisper, his breath escaping with frigid plumes of smoke. It is said that Mephistopheles has never laughed and that the only time he shows any emotion is when a plot of his failed, unleashing a blizzard of rage, or on the rare occasion a chilled smirk cracks his face when he damns a soul to Hell. Combat Mephistopheles hates fighting. Although he is not a coward, he finds hand-to-hand combat barbaric and lacking any sense of decorum or style. However, if it is obvious that fisticuffs are necessary, Mephistopheles does not hesitate to bloody his claws. Mephistopheles will begin every combat with Spiritual Desolation, seeking to eliminate as much competition as possible. Then, he will call on his Aura of Hell and his Might of Hell (usually attached to dispel magic). From there he will cast greater dispel magic, reaving dispel, or mage’s disjunction on his adversaries, depending on what he has prepared. He will then unleash a salvo of Hell's Fire along with corrupted delayed blast fireballs, polar rays, and meteor swarms. Mephistopheles will often convert his elemental spells to the cold descriptor with his mastery of elements; if his foes resist cold, he will select whichever element he believes will be most effective. Against foes that seem particularly difficult to affect with cold spells, the Lord of No Mercy is quick to unleash his first taste of winter upon them followed by Mephistopheles’ Frore Blast. His incredible intelligence allows Mephistopheles to determine the most dangerous threat quickly, and he likes to concentrate on one foe at a time if at all possible. If it becomes clear that he is actually taking substantial damage (if he loses ¼ of his hit points), Mephistopheles will call 18 gelugons and instruct them to summon more devils. If he feels it necessary to retreat, Mephistopheles will always call 18 more gelugons before greater teleporting away to safety; there is a 25% chance that he will Soul Freeze a group’s most powerful spellcaster, believing that for any group to come so close to defeating him, such a prisoner may have information he could use in his desire to overthrow Asmodeus. Aura of Hell (Ex): Mephistopheles’ Aura of Hell can affect all creatures within 900 feet of him, with a Will save DC 67 allowed to negate the effects. Call Devils (Sp): As a move equivalent action, Mephistopheles can call devils. Nine times a day, Mephistopheles may call a Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so called have triple standard Hit Dice, to a maximum of 45 Hit Dice. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Mephistopheles detests physical confrontations and is certainly not interested in fair fights, so he will begin calling devils as soon as he loses ¼ of his hit points. Although he has managed to quell the pit fiend uprisings in Cania, Mephistopheles still harbors no trust for these devils, so he is unlikely to call on their aid. He prefers gelugons to all other devils. Cold Shoulder (Ex): Mephistopheles enjoys making his servants, clients, and other fools suffer the same kind of desolation he suffers. Any creature engaged in some manner of official business with Mephistopheles,
whether through his Dread Secret, Horrific Secret, Infernal Pact, or some other contract, runs the risk of suffering from the Cold Shoulder. During the time of the contract or up to eight days after the contract ends, Mephistopheles can cause, as a standard action, his client to exude an odd enchantment that causes the client’s friends and loved-ones to quickly despise him. When Mephistopheles issues a Cold Shoulder, the client receives a Will save DC 66 as he feels the air around him chill (the client may cast or have cast divination magic to determine if he’s been enchanted; determining the enchantment requires a Spellcraft check DC 66 and another Spellcraft check DC 75 to determine the precise nature of the curse). When the client encounters a friend or loved one for the first time after Cold Shoulder takes effect, he receives a Will save DC 66. If he fails, the loved-one’s attitude immediately becomes Indifferent. Each day afterward, a new save is allowed; when failed, the attitude reduces by one rank. When the attitude reaches Hostile, the loved-one will attack the client or else find the means to bring harm to him. The only way to eliminate Cold Shoulder is to abandon Mephistopheles as described in the accompanying special abilities or, in the case of some other contract, to have atonement cast by a 31st level good cleric and to successfully complete a quest in the service of a good cause. Thereafter, the client must make successful Diplomacy checks against a DC of 20 each day to move the attitude of his loved-one (s) in the positive direction. Mephistopheles can make only one Cold Shoulder attempt on a client per contract, which is why most of his arrangements have multiple, separate clauses attached. Diabolical Empowerment: Mephistopheles uses his Intelligence modifier for determining the save DCs of his special attacks. Dread Secret (Ex): Up to 9/day as a move equivalent action, Mephistopheles can reveal a Dread Secret to those with whom he’s established an Infernal Pact. Essentially, Mephistopheles grants his “client” a +2 bonus to any one ability score, saving throw, attack (with one type of weapon only), or skill per request by sharing with them some dreaded, mysterious secret about the Cosmos (these bonuses stacks with any other bonus, but should be considered a temporary modifier). For the first three bonuses, the “client’s” Will save decreases by 1 point each. For the next three bonuses, the victim’s Will save modifier decreases by 2 points each. For the remaining three bonuses, the Will save modifier decreases by 3 points each. These penalties are a result of the hideous nature of the secrets Mephistopheles shares as he reveals “truths” about Creation no being has the right to know. The victim, impressed with his newfound knowledge, never notices his soul slowly slipping into Perdition. The penalties are calculated separately and kept from the victim; furthermore, they apply only when dealing with Mephistopheles or the servants of the Lord of the Eighth. Once the victim has used all 9 bonuses, he is immediately required to make a Will save DC 66 or be affected by Spiritual Desolation. Even if the victim never succumbs to Mephistopheles’ Dread Secret, so long as he retains the benefits, he will suffer the Will save modifier penalty and be forced to save against the Spiritual Desolation every nine days. The only way to eliminate the penalty is to have atonement cast by a 31st level good cleric and to successfully complete a quest in service of a good cause. Upon successful atonement and completion of the quest, the victim regains his Will save modifier
and loses the ability bonuses. Paladin’s who take advantage of Dread Secret lose their class features upon taking the fourth bonus; clerics with access to the Good or Chaos domains lose access to said domains and domain powers upon taking the third bonus. Hell’s Fire (Su): Mephistopheles may use Hell’s Fire 24/day, a ten-foot wide line of diabolical energy dealing 24d12 points of damage, up to 2,100 feet away. Victims caught in the blast may Reflex save DC 66 for half damage. Mephistopheles’ Hell’s Fire appears like shards of razor-sharp ice surrounded by a freezing mist. Infernal Nobility (Ex): As the Lord of the Eighth, Mephistopheles has a status equivalent to that of the gods. Mephistopheles possesses a cosmic rank of 16. While in Cania (and anywhere else on Hell that Asmodeus allows), Mephistopheles functions as a greater god with a cosmic rank of 19. Infernal Pact (Ex): Mephistopheles can draft a Pact with anyone who calls him or an official intermediary empowered by him. When this Pact is formed, the client promises to provide anything Mephistopheles wants at any time after the Lord of the Eighth has provided said client with three wishes. Mephistopheles is willing to draft and sign all manner of documents to make this official so long as the victim verbally accepts the stipulation that he will provide the Lord with anything he wants later. These wishes are actually akin to the salient divine ability Alter Reality, granting the client precisely what he asked for. Although most beings expect Mephistopheles to try and corrupt the request, he usually does not because he is more interested in the aftermath than the present situation (especially when dealing with a Lawful Evil client). Each time a wish is granted, the victim suffers a –9 profane penalty to their Will save modifier (as with Dread Secret, these penalties apply only when dealing with Mephistopheles and his servants). As soon as Mephistopheles grants the three wishes, the victim is struck by Spiritual Desolation and the fruits of the wishes slowly and naturally dissolve. On a successful save, the victim must make another Will save every day there after, the penalty increasing by one each day. The only way to avoid this fate is for good cleric of at least 31st level to intercede on the victim’s behalf. If the god deems it worth its while, it can attempt to wrest control of the victim’s soul from Mephistopheles’ grasp. The victim must undergo all of the same challenges, atonement, and quest of Dread Secret, the stacking Will penalties stalled for nine days. If the victim cannot accomplish the quest in this time frame, he instantly dies and is sent to Hell’s eighth layer. Those who do not fight against the end result of Infernal Pact are usually met by Mephistopheles himself, who rips the person’s body limb from limb by means of his arcane arts, his face a study in stoicism all the while, before returning to Hell with his prize: the victim’s immortal soul. Note that for the purposes of claiming such a victim’s soul, Mephistopheles is able to enter the Prime and ignore the usual restriction of being Locked Behind the Gates. The Might of Hell (Su): Mephistopheles’ presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Mephistopheles’ may unhallow an area equal to 1,590 feet. Soul Freeze (Su): Mephistopheles values the power of souls. There are few things that give him more pleasure than condemning mortal and some immortal souls to torment in Hell. On occasion, though, Mephistopheles
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requires that mortals to do his bidding and sometimes has to offer the proper motivation for their utmost performance. Three times per day, Mephistopheles can call on Soul Freeze. Mephistopheles can target any one creature with his Soul Freeze; any creature with divine rank 1 or greater cannot be affected, but must make a save or be banished to its home plane for 8 days. Those who fail the Will save (DC 66) feel an indescribable coldness as their soul is sucked from their body and deposited into Mephistopheles’ clawed hand in the form of an ice-covered diamond. This ability essentially functions as a trap the soul with the following modifications. First, the being is still alive in their body. They suffer neither level loss nor any adverse affect (unless Mephistopheles so wills it; see below). Second, although he cannot compel the actions of those whose soul he has stolen in this fashion, Mephistopheles can instantly kill their physical body and keep their soul trapped in the diamond. Two results occur if the diamond is smashed. First, if the being is still alive, he dies instantly (no save) but his soul is freed and travels to the appropriate Realm Beyond unless the body was in Hell at the time, in which case the soul is trapped in Hell as a petitioner in the Lake of Fire on Phlegethos. If the being is dead when the diamond is smashed, the soul is released into Cania where the soul is subject to Mephistopheles’ terrible whims. Mephistopheles apparently has no limit to the number of souls he can freeze, but he does not use this power lightly for reasons he stoically equates with “honor.” Mephistopheles often sells the souls to night hags, powerful liches, and other vile entities. The diamonds are worth 1000 gold pieces for every Hit Dice/class level possessed by the trapped soul. The diamonds shatter as normal diamonds. Spell-like Abilities: At will - animate dead, baleful polymorph, blasphemy, blur, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, hallucinatory terrain, hold person, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, pyrotechnics, read magic, restoration, resurrection, scrying, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire; 9/day – clairaudience/clairvoyance, destruction, detect secret doors, detect thoughts, discern location, divination, find the path, firestorm, foresight, greater restoration, legend lore, meteor swarm, true resurrection, true seeing; 6/day - accursed, hellball, oppress, tyranny; 3/day - wish. Caster Level 78th, save DC 40 + spell level. Mephistopheles also casts spells from the Knowledge Domain; these are included in the list above. Spells (Wizard): Spells per day: 4/10/9/9/9/8/7/6/7/8/4/4/4/4/3/3/3/3/2/2/2/2; base DC 41 + spell level. Caster level 84th. As one of the oldest of the original Lords of the Nine, Mephistopheles has access to all wizard spells in the Player’s Handbook and any other source the DM chooses, including many as yet unfound by mortals. Mephistopheles prefers spells that cause a numbing cold in his victims. Typical Spells Prepared: 0—mending, open/close, preserve organVD, prestidigitation; 1st—alarm, erase, expeditious retreat, hold portal, magic aura, obscuring mist, protection from good, true strike, unseen servant, ventriloquism; 2nd—blindness/deafness, blur, darkbolt VD , knock, phantom trap CA, shatter, violated magic mis-
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sile, whispering wind, wither limb VD; 3rd—blink, gaseous form, haste, keen edge, reality blind CA, sleet storm, slow, stinking cloud, suggestion, violated darkbolt VD; 4th— arcane eye, bestow curse, black tentacles, dimensional anchor, ice storm, maximized magic missile, psychic poison VD, stoneskin, wrack VD; 5th—corrupted violated lightning bolt, dismissal, false vision, hold monster, improved blink CA, nightmare, passwall, telekinesis; 6th— disintegrate, false sending, fiendish quickening VD, flesh to stone, maximized lightning bolt, maximized violated darkbolt VD, mislead; 7th—corrupted maximized violated darkbolt VD, corrupted violated cone of cold, forcecage, mass hold person, maximized grim revenge VD, spell turning; 8th—maze, mind blank, moment of prescience, protection from spells, repeating stop heart VD, reverse gravity, soul’s treasure lost VD; 9th—corrupted violated delayed blast fireball, foresight, hindsight CA, imprisonment, maximized disintegrate, mind rape VD, superior invisibility CA, utterdark VD; 10th—corrupt silent violated delayed blast fireball, corrupted violated polar ray, maximized violated disintegrate, silent still bestow greater curse CA; 11th—corrupted violated meteor swarm, maximized horrid wilting, maximized polar ray, silent still mage’s disjunction; 12th—maximized meteor swarm, maximized time stop, repeating mage’s disjunction, repeating reaving dispel CA; 13th—corrupted delayed violated polar ray, corrupted enlarged maximized violated delayed blast fireball, delayed violated meteor swarm, twinned sphere of ultimate destruction CA; 14th— delayed maximized polar ray, intensified violated disintegrate, empowered maximized time stop; 15th—delayed maximized meteor swarm, heightened wail of the banshee, intensified violated delayed blast fireball; 16th— delayed maximized violated meteor swarm, intensified energy drain, intensified time stop; 17th—corrupted intensified meteor swarm, corrupted intensified violated polar ray, intensified silent energy drain; 18th— corrupted intensified violated meteor swarm, intensified twinned delayed blast fireball; 19th—chained maximized twinned violated polar ray, intensified twinned polar ray; 20th—intensified twinned violated polar ray, intensified twinned energy drain; 21st—heightened wail of the banshee, intensified twinned violated meteor swarm. CA
VD
Found in Complete Arcane. Found in the Book of Vile Darkness.
Epic Spells: 8 per day. Epic spells known: accursed, animus blast, animus blizzard, cold anchor to the soul, condemn, create living vault, damnation, demise unseen, dreamscape, enslave, epic counterspell, epic dimension door, epic dispel magic, epic repulsion, esoteric aegis, eternal freedom, first taste of winter, greater epic mage armor, greater ruin, hellball, kinetic control, Leonar’s thaumaturgic boost, lord of nightmares, lure of loquacity, Mephistopheles' frore blast, miasma of hatred, momento mori, nailed to the sky, raise island, ruin, soul hold, soul scry, tyranny. Mephistopheles has access to additional epic spells beyond this list; the actual extent of his knowledge of epic magic is unknown. Spiritual Desolation (Su): Thrice per day, Mephistopheles has the ability to reveal to others the insignificance of their beliefs and faith against the darkness of cold, orderly logic. With a chilling glance, Mephistopheles can cause feelings of intense inferiority and hopelessness to all within 1600 feet of him if they fail a Will save (DC 66). Those who fail initially obey simple demands issued by Mephistopheles or those in the ArchDuke’s command in a manner similar to a suggestion
spell. If there are no foes present, there is a 25% chance that the victim proves unable to take any action except to hold its ground. If the victim remains free to act, there is a 25% chance it retreats from the site where it failed its save at normal speed. In either case, the victim can defend normally if attacked. If the victim is not killed by Mephistopheles or one of his servants, the feeling of insignificance lasts for 24 hours. After this time elapses, the victim is allowed an additional Will save (DC 66) with a penalty based upon the amount by which they failed their initial save (i.e. if the victim failed the save by 20, the second save would be against DC 86). One of two events occurs if the victim fails again. There is a 50% chance that the victim will commit suicide, renouncing his god or faith, and paying homage to Mephistopheles who revealed to him the truth of life’s meaninglessness without a cold, orderly heart. Such victims, upon their death, are consigned to the Eighth Perdition. The other half swear allegiance to Mephistopheles in life, taking on the Soulsworn feat at that moment and pursuing whatever goals Mephistopheles or his accomplices command. Mephistopheles cannot use Spiritual Desolation on those he is not actively engaged with in some kind of immediate conflict, be it physical, magical, or mental. Scholars believe that Mephistopheles’s source of this power is his own sense of meaninglessness. Stoic Spellcaster (Su): Mephistopheles is without doubt the greatest practitioner of the arcane arts within Hell. His untold millennia of mastery of The Word grant him access to levels of magic that rivals the gods. Mephistopheles automatically gains access to spells over 9th level as befits his station and intelligence – he gains one base spell slot per day at each spell level above 9th in which he would receive bonus spell from his Intelligence score (he also gains those bonus spell slots). In addition, his spells are more difficult to resist - he gains a virtual Spell Focus feat for all schools of magic. Furthermore, Mephistopheles automatically gains the benefits of the Quicken Spell feat upon all spells he casts. For the purposes of his Lore ability, he uses his total caster level to determine the bonus (usually +115). Mephistopheles’ power also waxes in those areas of extreme cold, whether literal or emotional. In any area where the temperature is below 30 degrees Fahrenheit or where at least nine individuals within 160 feet are emotionally distant (such as those suffering from Mephistopheles’s Cold Shoulder ability), Mephistopheles gains a +9 bonus to his caster level and the save DCs of his spells. Finally, Mephistopheles has long since discovered knowledge that allows him to spontaneously cast arcane spells (i.e. he does not need to prepare spells ahead of time). While this knowledge does not allow him to spontaneously apply metamagic feats (such spells require that he prepare them in advance), he can spontaneously convert any number of prepared spells into other arcane spells as a standard action (thus an empowered polar ray could be converted into an imprisonment spell). Cold Soul: This beautifully crafted ranseur appears to be made from a single shard of crystal, its surface covered with elegantly carved runes. Each tip glows, the sides like flame or electricity, the center a nimbus of cold mist. Mephistopheles rarely uses Cold Soul in combat, preferring to use it as a symbol of his status as Lord of the Eighth. Cold Soul is a +8 unholy souldrinking ranseur of elemental blasting. It deals 1d6 points each of
cold, electricity, and fire damage, or 3d6 points of each on a critical hit. On a critical hit, one must succeed in a Fortitude save (DC 66) or die. Those slain in this manner have their souls trapped in one of the eight gems that decorate the weapon. Each gem can hold 80 souls. Souls provide the weapon with 10 charges per HD of the soul. Mephistopheles can draw out the knowledge and experience of the souls within Cold Soul. For every 10 souls within the weapon, Mephistopheles receives a +1 insight bonus to all his Knowledge and Spellcraft checks. When the gems are full, which they usually are, this grants him a +64 bonus to each (these bonuses are not included in his stat block). By expending a charge, Mephistopheles can negate 100 xp or 1000 gp of a component cost or 1d6 points of backlash damage when casting spells (particularly epic spells). He may also expend a charge to gain a +1 bonus on caster level checks to penetrate spell resistance. By expending a number of charges equal to the spell level increase, Mephistopheles may apply a metamagic feat to any spell he casts. For instance, if he were to expend three charges, he could maximize a spell without having prepared it as such. He may only apply metamagic that he actually knows to his spells in this manner. By expending a number of charges equal to twice the spell level, Mephistopheles can cast a spell without using the spell slot for the day. He must still have the spell in his memory to do so. For instance, if Mephistopheles had prepared a fireball as one of his third level spells, he could expend 6 charges from Cold Soul to cast it and still retain his fireball spell in his mind. By expending a number of charges equal to thrice the spell level, Mephistopheles can counter a spell cast within 800 feet of him. He need not have prepared a counter action to do so (he may act out of turn up to three times per round in this fashion), and the charges spent replace the need to use a specific spell for counterspelling purposes. Conversely, Mephistopheles may expend the same value in charges to prevent one of his spells from being countered. The caster who intends to counter his spell fails in the attempt (and losing the spell used for counterspelling purposes), but may make an immediate counter attempt provided he is able (i.e. has another spell appropriate for counterspelling). This action is resolved when the caster can or will not continue to expend spells to counter Mephistopheles's, or when Mephistopheles can or will not continue to expend charges from Cold Soul. Mephistopheles can activate this power in response to a counter attempt - he need not do it beforehand. There is no limit to the number of charges Mephistopheles can expend in a round other than the total number of charges within Cold Soul. Mephistopheles typically has 640 charges within Cold Soul. If there is a way to free the souls trapped within Cold Soul, no one, not even greater gods, has discovered it. Fortunately, Mephistopheles usually fills the ranseur with the souls of devils that angered or betrayed him (really, one and the same to the Arch-Duke of Cania). Each negative level bestowed by the souldrinker power of Cold Soul provides ten temporary charges that last 24 hours if they are not used. Also, the souldrinker property works on creatures normally immune to energy drain, provided that Mephistopheles's succeeds on an opposed rank check. Possessions: As the Arch-Duke of Cania, Mephi-
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stopheles has access to the wealth of a dozen worlds. He has access to legions of major magic items, scores of minor artifacts, and at least a dozen major artifacts.
Summoning Mephistopheles Mephistopheles has set very particular requirements for those seeking to summon him into the Prime; for all this, he is the one of the most frequently summoned of all the Lords of the Nine, especially by those who desire great power and knowledge irresponsible of the cost. First, the Lord of Loss prefers to be summoned into the presence of only one mortal at a time. Secondary casters or invocants do not actually prevent the success of the summons, but must make a Fortitude save against DC 66 or else die of fright when Mephistopheles first appears. Such creatures immediately turn to ice statues, though their hearts turn to stone instead; mortal magic cannot reverse this effect. Secondly, the room into which the Lord of No Mercy is summoned must be a stone chamber lacking both windows and heat sources. Only one door can provide entry to this room, and that door must be made of cold, clinical steel. Light is allowed so long as it sheds no warmth; alchemical mixtures providing alien glows have often been used. Fixtures in the room must be made of cold iron, and lead must replace silver in magic circles and the like (but to the same value). At eight points around the room, equidistant from each other, the symbol of Mephistopheles must be inscribed, each such inscription then surrounded by an additional eight symbols representing power borne of knowledge. These symbols are not readily available and require research costs of at least 72,000 gp (9,000 gp for each “additional” symbol), with a successful Knowledge (arcana) check against DC 33 demonstrating the success of that portion of the research. If a check is failed, that 9,000 gp portion of costs must be paid over and the check tried once again. Finally, the temperature of the room must be below the freezing point of water. When the final words of the summons are uttered, the entirety of the summoning chamber shudders. The stone of the floor splits asunder, ice quickly engulfing the edges of the rent with frigid steam blasting into the room. The Arch-Duke of Cania slowly rises from the pit, wrapped in chilling darkness and bearing a visage terrible to behold, composed of the stuff of nightmares and utterly devoid of hope or mercy. Although this is not his true form, it may well be the best reflection of what Mephistopheles really is as he breaches the wards between the Realities. So frightening is the experience for those that summon him that they must make a Will save against DC 66 or plead with Mephistopheles to appear in a less horrific form. Having tested the mettle of his summoner – and, by this point, generally being alone with that creature – Mephistopheles coalesces into his “normal” form; whether the summoner was cowed by his appearance or not never seems to faze the stoic devil. Mephistopheles is easy to bargain with in a sense. His immense power and knowledge allow him to give most anything that the client desires of him, and he readily offers what appears to be a generous fulfillment of his side of the terms. All he asks in return is that the client provides payment, at some future date, for the desires so granted; though he may dress his words well, he rarely spells out specifics for such payment, though there are
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some already beyond feeling and willing to surrender their souls in an effort to better define what is otherwise a meaningless existence. Throughout the summons, the chamber becomes increasingly inhospitable. During the first two minutes, the room is considered to be cold; unprotected characters must make a Fortitude save DC 66 or suffer 1d6 points of cold damage each round. The room becomes severely cold during the third and fourth minutes of the summons, requiring that unprotected summoners to make a Fortitude save DC 66 or suffer 2d6 points of cold damage per round and 2 points of Constitution damage each minute; additionally, such creatures are considered slowed for the next 1d8 rounds. By the fifth and sixth minutes, the room is extremely cold, automatically dealing 2d6 points of damage each round and slowing characters for 1d10 rounds; characters are also required to make a Fortitude save DC 66 to avoid 4 points of Constitution damage each minute. Furthermore, characters in the chamber wearing metal armor or coming into contact with cold metal are affected as if by a chill metal spell. During the seventh and eighth minutes, the room is unearthly cold. All effects are doubled as described above. In the ninth and final minute, those in the chamber must succeed on a Fortitude save DC 66 each round; failure results in death. Mephistopheles has been known to resurrect those with whom he established an arrangement. Upon the Lord of Loss’s return to Cania, the cold effects reverse themselves minute-by-minute. Once all has been arranged to the client’s (temporary) satisfaction, Mephistopheles floats out over the pit from whence he came, and then descends gradually into it, whilst the frigid steam swirls around him. When at last he disappears, the chasm which opened to allow him entry slams shut. Any secondary casters or invocants that had been transformed into ice and stone shatter at the impact. Any creature (including the summoner) that lives through an audience with Mephistopheles must succeed on a Will save DC 66 or suffer the effects of Spiritual Desolation. If the summoner made an “arrangement” with the Lord of the Eighth, he is temporarily immune to this effect.
ASMODEUS, The Lord of the Nine “And The Devil that is called Asmodeus shall
tempt the Redeemer. And the Redeemer will claim his mantle from the Lord of the Pit. The Devil shall return to Perdition, acknowledging that the future of Drm is in the hands of the Savior, that his victory is assured, and that all would follow his will.” (The Cilidian, Reckoning, Chapter Nine, verse 9). He sat in the middle of a great valley next to a long dead river. Tattered, dust-gorged robes covered his dusky, burnt flesh and his hair was in tangles. If any living thing were within a few hundred feet, his odor would have soured the other’s nostrils. None of this bothered him, though. The prophecy would be fulfilled. Alman raised his head. The sun blazed down upon him even in the depths of this canyon. It was noon on the 45th day and 44th night. Once this night had passed, it
would be over. Alman bowed his head again and closed his eyes, willing himself to ignore the bodily reactions of his fasting. A lesser man would have long since faltered, would have long since wept dry tears. Yet, he was no ordinary man. Here, in the Pit Eternal, bones were his only company, the wind the only sound. Here, in the Pit Eternal, he would purge himself of all the physical limitations and impurities as his soul was cleansed of worldly thoughts, eliminated of its dependence upon the carnal. He meditated on the path that was foretold, making it his sustenance. He dwelt on the promise that would be fulfilled, drinking it as his water. The spirit would manifest itself over his flesh and the prophecy would be fulfilled. Shall it truly? Alman stirred. He felt the voice rather than heard it. It slithered through his mind. It was heavy and dense like the ground beneath him. To a lesser man, it would have been inviting. To him, it was part of the prophecy. A grim smile came eagerly to his face. The time had come. Indeed. Alman opened his eyes. Where once had been naught but flat, emaciated ground and dead sky was what took the shape of a man. Casting no shadow, he was tall and stood with regal bearing, his hands hidden in the sleeves of his attire. Dressed in black and red robes made from fabrics that could pay for an entire kingdom and spun in the shape of priestly vestments, the man’s face was handsome in its paleness. Red eyes, like blood, glared down at Alman while a smile darkened the man’s countenance. Abruptly, the man bent to look Alman in the eye. Alman refused to allow himself to stiffen at the insolence of the man who knew very well who he was. After all, the prophecy already named him victor, that he would redeem humenity and the continent-realm. Yet, even he, trapped in his mortal shell, could feel the weight of darkness that emanated from the man. This he did not expect. Nevertheless, Alman prepared himself for the challenge. As suddenly as he stooped, the man stood again. Alman looked up at him, confused. He had expected a battle of wills, questions and retorts, his victory. Yet, the man – who had turned his back on him and was slowly moving away – had scarcely paid him more than a few seconds of time. “Wait!” Alman demanded. His voice was dry like ancient bones, issued through lips cracked like leather hide, so different from the man’s who ignored him. A tinge of anger touched Alman and he shouted as well as he could again, “Wait!” The man stopped, but did not face him. Alman struggled to his feet. He swayed slightly and was suddenly pleased that the man did not turn to him, see him stumble. “What are you doing?” The man shrugged. Alman’ countenance darkened at how graceful that simple motion was. There is no reason for us to question thee, “young savior,” the word was said with thick sarcasm, for thou art not worthy of our attention. He began walking away again. Alman shuffled in pursuit. “What do you mean? Tell me!” He caught up with the man, falling to his knees at an unexpected swoon, but managing to grab the hem of the black and red robes. The fabric felt like nothing on this world, like nothing of any world and he felt security in their touch. He gripped them as he snarled, “How dare you turn your back on me? You are to tempt me
and I am to defy you!” The man, who had stopped, cocked his head toward Alman, but still did not turn around. Tempt thee for what, “young savior?” Thou art not strong enough to face us. Thou art not worthy of our concern. The man motioned with a hand, showcasing his immaculate hands and fingers. This world shall be ours in its entirety because thou canst not stop us. In his fury, Alman did not notice that the man, who had said his piece, continued to wait. “I am strong enough! My Mother in the Mountain has given me the power to defeat you, to overcome you! My sacrifice will destroy you and all in Drm will be made safe and pure for eternity. I will be victorious!” The man turned around a bit more. Thou shalt be “victorious?” “Yes!” Alman screamed as he lifted himself to his feet, taking on his true form. His filthy clothes and mangled hair were replaced by pristine robes and golden tresses. A silver crown rested on his head and his entire form was illuminated in ethereal light. His feet did not touch the firmament. “Behold me, Serpent!” Alman commanded. “Behold me and despair for I shall fulfill the prophecy! I shall destroy your works and bind the people to me! I will be victorious and you will rot in the depths of Perdition!” Alman swelled with satisfaction and pride. None, especially the likes of this thing, would speak or treat him thus! At last, the man turned to him. A smirk ruptured the smooth face. We see there is no defeating thee. No need at all. We shall return to Perdition, confident that thou shall fulfill thy destiny. The man was gone as suddenly as he appeared. Alman’s laugh was triumphant. His head cast back in mirth, he did not notice how the borders of his robes had darkened and how his light seemed to dim or how the Pit Eternal seemed to widen as if fleeing his presence. Reveling in his victory, he decided there was no need to disguise his true nature as he sought to overthrow the yoke of Hell. He would return in glory! In the Deepest Pit, infernal land of Nessus, the man sat in the Serpent’s Throne of the fortress Malsheem, watching Alman. He smiled as he opened the Cilidian and read the prophecy aloud. “And The Devil that is called Asmodeus shall tempt the Redeemer. And the Redeemer will claim his mantle from the Lord of the Pit. The Devil shall return to Perdition, acknowledging that the future of Drm is in the hands of the Savior, that his victory is assured, and that all would follow his will.” Casting one last look at Alman as he made his way back to civilization, Asmodeus the Devil closed the book softly, although an echo reverberated across all of Hell. Our will be done, Alman. The Overlord of Hell Medium Outsider (Abomination, Evil, Extraplanar, Lawful) Divine Rank: 18 (cosmic rank 21 in Hell) Symbol: A pentagram surrounded by eight “9s” with a final “9” in the center Portfolio: Damnation, Devils, Tyranny, Power, Oppression, Lost Knowledge, Intrigue Cleric Alignments: LE, NE Domains: Destruction, Domination, Evil, Knowledge, Law, Trickery Favored Weapon: “The Ruby Scepter of Hell” (heavy
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mace) Hit Dice: 45d8 (Outsider) + 20d8 (cleric) + 25d4 (wizard) + 990 (1,610 hp) Initiative: +21 (+13 Dex, +8 Superior Initiative) Speed: 120 ft., fly 250 ft. (perfect) Armor Class: 97 (+13 Dex, +18 divine, +34 natural, +22 deflection), touch 63, flat-footed 84 Base Attack/Grapple: +68/+101 Attack: The Ruby Scepter of Hell +110 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/1520/x4 plus 12d6 and 4 negative levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch. Full Attack: The Ruby Scepter of Hell +110/+105/+100/ +95 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch. Space/Reach: 5 ft. /5 ft. Special Attacks: Domain powers, gaze of Hell's depth, rebuke/command undead 25/day, salient divine abilities, spell-like abilities, spells. Special Qualities: Abomination traits, Avatar, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine aura (18 miles, DC 72), divine immunities, damage reduction 40/anarchic, epic, good, and silver, godly realm, greater teleport at will, Infernal Knowledge, Infernal Majesty, immunity to acid, cold, electricity, and fire, malefircarim traits, plane shift at will*, regeneration 22, remote communication, resistance to sonic 23, see in darkness, spell resistance 115, telepathy (18 miles), understand, speak, and read all languages and speak directly to all beings within 18 miles. *As The King of Hell can only send one avatar beyond the confines of Hell at a time, he rarely uses this ability.
Saves: Fort +75, Ref +77, Will +86. Abilities: Str 40, Dex 36, Con 32, Int 54, Wis 54, Cha 54. Skills: Appraise +105 (+113 alchemical items, +113 books, +113 paintings, +113 forged items), Balance +96, Bluff +141, Concentration +122, Craft (alchemy) +110, Craft (blacksmithing) +105, Craft (bookbinding) +105, Craft (painting) +100, Decipher Script +90, Diplomacy +169 (+175 with evil beings), Disguise +112 (+122 when acting in character), Escape Artist +76, Forgery +110, Gather Information +139 (+149 in Hell), Heal +115, Hide +119, Intimidate +149 (+155 against evil beings), Knowledge (arcana) +133, Knowledge (architecture and engineering) +85, Knowledge (dungeoneering) +85, Knowledge (geography) +90, Knowledge (history) +120, Knowledge (local [Hell]) +133, Knowledge (nature) +90, Knowledge (nobility and royalty) +105, Knowledge (the planes) +133, Knowledge (religion) +133, Listen +100, Move Silently +81, Perform (dance) +89, Perform (oratory) +89, Perform (string instruments) +89, Search +115 (+121 to find secret doors), Sense Motive +133, Sleight of Hand +45, Spellcraft +143, Spot +90, Survival +40 (+46 in aboveground natural environments, +50 on other planes, +48 to find or follow tracks, +46 to keep from getting lost, +46 while underground), Use Rope +31 (+37 to bind
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someone). Feats: Alluring, Brew Potion, Combat Expertise, Combat Reflexes, Corrupt Spell, Corrupt Spell-Like Ability B, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dark SpeechB, Empower Spell, Eschew Materials, Flyby Attack, Forge Ring, Heighten Spell, Imposter, Improved Combat Expertise, Improved Critical (heavy mace), Improved Flyby Attack, Improved Initiative, Jack-of-all-Trades, Persuasive, Power Attack, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Focus (all)B, Still Spell, Trustworthy, Violate Spell. Epic Feats: Epic Evil BrandB, Epic Reputation, Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell, Superior Initiative. Salient Divine Abilities: Alter Form, Arcane Mastery, Aura of Utter Hell*, Control Creatures (devils), Craft Artifact, Create Object, Create Greater Object, Damnation*, Divine Blast (25/day, 18 miles, 480 damage), Divine Glibness (DC 72), Divine Shield (14/day, absorb 180 points of damage), Divine Spellcasting, Govern the Children (devils), Hand of Death (DC 72), Hell’s Mouth*, Increased Damage Reduction, Increased Spell Resistance, Know Secrets (DC 72), Life and Death, Overlord, Spontaneous Wizard Spells, The Lord of the Nine*, Overlord of Hell*. *Unique Salient Divine Abilities; see below for details.
Environment: Malsheem, Nessus, Ninth of the Nine Hell of Perdition Organization: Solitary (unique); or with bodyguard (Aesmadeva); or with attendees (The Ashmadia and Aesmadeva); or with court (The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 arch-devils); or with Infernal Procession (4d20 + 1 common devils, The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 Arch-Devils). Challenge Rating: 81 Treasure: The Ruby Scepter of Hell Alignment: Lawful Evil Up until this point, this treatise has dealt with the individual threats of the lowliest lemure to the god-like Lords of the Nine. Yet, in all cases, an astute reader has noted that the threat of these creatures, while immense, was nevertheless limited by their own emptiness, their own meaninglessness. For that is what Evil is: negation. There is nothing in Evil; indeed, Evil can exist only by taking away something from another, consuming anything of value only to be empty and hungry for more. For the demons of Chaos, this is a raging, destructive need with an unassailable appetite for ever more destruction. For the daemons of pure Evil, it is selfish apathy and lies, a study in darkness and depravity. However, for the devils of Law, it is an attempt to drag others down into a mire of vice and oppression, making all slaves to the emptiness from which they too suffer. The devils of the Nine Hells of Perdition want all to wallow equally in iniquity; yet, as mentioned earlier, devils believe that what they want, to impose pain and emptiness on others, can be explained logically, can be rationalized. It is unclear to what degree that the greatest of the devils recognize the futility of their cause. Not even Mephistopheles can comprehend what the depths of his soul has revealed to him, that his pursuits are mean-
ingless; not even Beelzebub can recognize that in his prideful search for perfection, he has only degenerated. To the last, all in Hell, despite their varying degrees of cosmic or divine power, are equal in their loss. There is one, however, who knows full well the emptiness of Evil. There is one who revels in the pathetic nature of those who have enslaved themselves to his will through their pursuit to rationalize something that has no meaning. There is one whose very existence is defined by his own emptiness, his own terrible desire to enforce that emptiness on all others, making them through force do what they are made to do: suffer in darkness and misery for all eternity. That one is The Overlord of Hell: Asmodeus. There is no single being in Creation that is more mysterious, more confusing, or more feared. Since time immemorial, Asmodeus has ruled from the bottom of the Pit, controlling virtually every aspect of the Nine Hells of Perdition and manipulating organized, tyrannical evil throughout the Cosmos. He is the face of active, directed evil and vice, the Adversary that has intellectualized Evil in the universe. He is the one that seeks to shackle the Cosmos under the weight of a logical emptiness, a confounding impossibility that leads to spiritual oblivion. Asmodeus is the greatest of the spirits of Hell and the one that is the personification of all that is prideful in its emptiness and its will to crush the spark of others until they too are empty. Asmodeus knows very well that what he wants offers nothing of value to any being but himself: Asmodeus seeks empty slaves, their souls devoid of light, hope, joy, or love, yet simultaneously aware of what they have lost, making their misery all the more pleasant for him. He knows that in every soul the same desire lurks, the need and will to crush the wills of others in order to shore oneself up. He offers this ability by revealing to Creation the value of Evil, its sensibility, knowing that most will never recognize that there is no meaning, no value in the grand scheme of things to any but The Overlord. Asmodeus is the Prime Evil, the intellectual center of all that is unholy. Indeed, the various nether fiends may well be seeking to unite the Cosmos under a banner of Evil for Evil’s sake. True, the multitudes of demon princes wish to see the overthrow of restraint and explanation in the Evil they hope to spread. These alternatives are terrible, make no mistake. But neither is so seemingly reasonable, so logical as what The Overlord offers. Asmodeus, The Devil, is Hell. In spite of so many knowing of the King of the Ninefold Realm, few know of his origins. There are numerous stories and myths about The Overlord of Hell. In the past, popular myths claimed that he was not Hell’s first Overlord, but a powerful arch-devil or Lord of the Nine that overthrew the previous Overlord, a being called Lucifer (or The Satan). In a war that rocked Hell, these two beings battled to be the penultimate face of organized Evil and, through trickery and diplomacy in some stories or physical might in other stories, Asmodeus overcame Lucifer. Some say that Lucifer was obliterated by the new Overlord of Hell, while some insist that Lucifer escaped Hell and now roams Creation pursuing new goals. A more recent legend insists that Asmodeus has not only always ruled the Nine Hells, but that he was one of the initial forces of Law in the Cosmos and was known as Ahriman. These legends claim that Ahriman and another powerful being of Law, called Jazirian, were
joined in some kind of uroborus, a mystical circle. Emerging from the destruction, freedom, and madness of Chaos, these two beings are credited with defining the borders of the Space and Time, thereby determining how the Realms Beyond would be structured. However, the two disagreed on where the Cosmos’ center should be and, in a titanic struggle, pulled each other apart. Both were and continued to be severely injured from this ordeal before Time and are still recovering. For whatever reason, Ahriman changed his name to Asmodeus and hid himself in the plane in which he fell where he slowly plots a terrible Armageddon at the End of Time. Needless to say, there are other legends, but none, not even these two popular versions, are entirely accurate. And do not make the mistake of thinking that these errors are accidental for, like virtually everything associated with Hell and Asmodeus, these legends exist – and in some cases are spread – for a reason. Virtually every story has a kernel of truth buried under the detritus of misinformation. The realities of Asmodeus’ origins are remarkably similar to the two preceding false legends. The being that would become Asmodeus was originally linked with the being that would become The Supreme Virtue of Heaven (whose name, incidentally, is not Jazirian). And, in truth, these two beings were responsible for creating two of the Rules of Three. And, in truth, they did do battle. However, they did not create the planes, nor did they have names any would recognize today. And they were not alone in their bond. These two paragons of Law were joined by the being that would become the Progenitor of Nirvana. They were the Circle of Three. They sought to order everything, including morality and the fledgling gods; they also hoped to do away with annihilation, chance, and liberty. This Circle of Three battled against Chaos, hoping to overthrow the roiling spontaneity by defining everything and establishing borders in the Cosmos. However, all Three could not agree on the sole important element of the Cosmos: The Center. The definition of The Center, the physical manifestation of ultimate reality, of the total Truth, would have been the final component to secure the power of Law and defeated Chaos for all time. While the Three could agree on the ordered elements of reality, they could not agree on the moral elements. One vied for honesty, truth, and integrity, believing that Law should seek to make all equal in happiness and goodness. The other wanted to eliminate goodness and evil, viewing both as irrelevant, in favor of pure logic and unfettered order. But the last, the quiet one, wished to see all of Creation ground into submission and all beings and concepts serving its every whim. Reaching an impasse for the first time, the Circle of Three struggled and their struggle became a war. As they fought, much of what they built unraveled as Chaos rebounded, and when it seemed that Chaos would rise triumphant (despite dealing with its own internal conflicts), the unthinkable occurred. The Three separated. The separation was not painless. Exploding from each other, the Three were sent reeling into different directions. The personification of Justice and Truth rose into the defined Realms Above, the scorching wind of her passing creating the mountains of the Seven Heavens, her blood the Silver Sea. The Progenitor stopped shortly after the separation, latching onto the far “left” of the Concordant Opposition, his body shattering into thousands of pieces, creating the first cogs of Nirvana.
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The personification of Tyranny and Oppression fell, plummeting until he slammed into the defined Depths Below, his passing creating the inverted mountain of Hell, his blood the Lake of Fire. Even as the Three separated, the energy unleashed in their passing infected the numerous champions of Chaos, dwindling Chaos’ numbers and creating beings of Balance. It is unknown how long the Father of Hell lay at the bottom of the Pit his fall created. It is known that, due to the conflict of the Three and their separation, he – like his brethren – suffered a great loss of power, finding himself trapped in a prison of his own making. The Serpents Coil, the Pit of Darkness, and the Endless Chasm of Fire - all of these serve as names for the place that held, and continues to hold, The Overlord. While the Father of Hell recuperated, the first forms of “life” emerged from the coagulating blood of the Lake of Fire. These would be the malefircareim, the original devils. Reflections of their father, these terrible creatures sought to dominate each other, instinctively knowing that an entire Cosmos awaited the victor. But, eventually, the Father of Hell awoke. Watching his children from the Pit of Darkness, the Dark Lord of Nessus realized that he did not have the ability to return to his lofty position, but could use these beings, his “children,” as slaves, forcing them down a path that would eventually lead to his freedom. The Overlord of Hell extended a small bit of his will to create a score of avatars called Lucifer. Through these avatars, the King of Hell destroyed the more troublesome hellspawn (or rather dispersed their forms) then selected eight of the most powerful to rule over eight equally infinite layers of Hell. These included Astaroth, Dispater, Mammon, Adrammelek, Leviathan, Lilith, Sammael, and Mephistopheles. Thus were the Lords of the Nine established. To occupy these beings until he was ready to use them to their fullest extent, Lucifer created more creatures, the common devils, and enforced a rigid hierarchy that encouraged the slavery of the weak and foolish under the strong and clever. Lucifer was a force of tremendous evil in the earliest days of the Dawn of Gods. However, still dedicated to the eradication of Chaos, The Overlord of Hell became wary of the gods, knowing that they would create mortals and that these mortals would eventually have a role to play in his secret goals. Through his various vassals and slaves, Lucifer corrupted countless worlds, appearing as an angel of light and betraying the trust of mortals, leading them into damnation and evil. Through Lucifer, who became known as The Satan, The Overlord of Hell drew attention to Hell. As the gods and the first of the powerful mortals sought to end the threat of Hell forever, The Lord of the Nine created a second avatar, calling it Asmodeus. Even as Hell’s enemies sought to destroy Lucifer, Hell’s Master staged a civil war, The Battles of Greed and Light, between Asmodeus and Lucifer. Lucifer lost, either killed or exiled, and a new Dark Lord of Nessus was established. The Cosmos could feel at least a bit safer knowing that even the greatest of evils could be destroyed and that this new Lord would have to struggle to maintain his fiefs. Since that day of treachery, the face of Hell has been Asmodeus, most of the Cosmos having no idea that Lucifer and Asmodeus are essentially one and the same. Asmodeus has many goals. Chief and foremost is the spread of Lawful Evil throughout the Cosmos. He strongly, but secretly, supports a wide array of plots
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across Creation, from the corruption of entire worlds, to the creation of so-called messiahs, to bringing about some worlds’ “Armageddons.” Ultimately, Asmodeus simply wants one thing: to rule all Creation. Unlike a true god, Asmodeus does not require worship. What he does require is belief and veneration through actions or inactions that promote his portfolio. For every act of tyranny, corruption, and vice, Asmodeus grows in power. It does not matter if the act was in his name or not (although this certainly helps) so long as the act is committed. Sacrifices of goodly creatures in his name also empower The Lord of the Nine, their souls sent directly to Hell to be consumed. Eventually, Asmodeus will gain enough power to break free from his imprisonment, at which point he will be one of the most powerful beings in Creation, towering over even the overpowers of singular worlds. He will strip back the power he spent in aligning the Universe, toppling it entirely. All will come to naught and only Asmodeus will remain with the power to rebuild. In his goal to regain his former power, The Overlord of Hell consumes souls. All mortals bound by tyranny and vice in their hearts find their souls in Hell upon death. However, aside from those who have been personally touched by an evil god or a Lord of the Nine, even these mortals have some spark of light, some shred of decency, in their souls. When these souls emerge in the Lake of Fire and Brimstone in Phlegethos, any remaining spark is seared away, melting into the supernatural flames, along with much of their memory. As mentioned earlier, the Lake of Fire also serves as the primary location for both purification and punishment for devil; it is so important that the Lord of the Fourth, Belial, has ordered Gazra to guard it at all times. However, not even Belial knows the truth of the Lake of Fire. The Lake of Fire is a “vein” of The Overlord, his “blood.” It leads directly into the universe spanning body of the creature that lies in the Pit of Darkness in the deepest rift in Nessus. While Asmodeus grants power to those he finds worthy, so too does he strip any light from those that bathe within his blood. He drags their goodness, their meaning, away, consuming it utterly, enslaving it to his will, and growing closer to wholeness. So, the arrival of lemures in Phlegethos is no accident, but by design. Indeed, Asmodeus takes their memories as well as he hopes to consume every good thought along with the bad, smothering them within his being, enslaving them to his will to corrupt. While Asmodeus is capable of returning memories, he rarely does so, savoring the fact that anything decent his slaves may have felt has been shackled within his being. It is unknown if he has the capacity to return any spark of goodness once taken. The more he consumes, the closer Asmodeus comes to freeing himself from his imprisonment. Asmodeus spends his time ruling Hell, which does not require much direct effort on his part. The other Lords of the Nine, a good number of arch-devils, and a few Dukes of Hell, although unaware of the truth of their master’s origins and form, suspect that Asmodeus is far more than he appears and fear him tremendously. Still, that has not stopped each of the other Lords, at one time or another, from challenging Asmodeus’ power - the most recent and explosive example being the Dies Irae. However, all Lords obey a direct order from Asmodeus, although the more powerful, like Beelzebub and Mephistopheles, are likely to find the means to obey just the letter of his rulings – something Asmodeus respects and
always takes into account. Beyond managing Hell and the political status quo therein, Asmodeus opposes the acts of the demons of The Abyss. Although not integrally involved in The Blood War – largely viewing it as a meaningless pastime without a resolution for trillions of years to come – Asmodeus does support the appointments of the Dark Ministry and allows these dreaded pit fiends to meet in Nessus four times a year. For his part, Asmodeus is very wary of the actions taken by a few demons, namely Orcus, Lolth, Graz’zt, and Demogorgon. Asmodeus is mildly amused by the lies spread by the nether fiends and their daemon lackeys. Indeed, he views their desire to place themselves as the “creators” of all fiends as ideal to his desire to remain in the background and out of sight. Still, Asmodeus has numerous plans in place to topple many daemon plots should their lies come dangerously close to reality. Beyond the demons of The Abyss and the daemons of the Gray Waste, Asmodeus opposes actions taken by the forces of righteousness, whether they are of a lawful or chaotic bent. Asmodeus hates both The Supreme Virtue of Heaven and The Progenitor of Nirvana, never forgetting what their insolence cost him. Asmodeus does not often interact with traditional gods and most are unaware of his true nature. The gods of Hell, though, do fear and respect him and all have some manner of pact or arrangement with him that bars him from their realms. Asmodeus has even allowed many gods to assume titles and names that suggest that they are Lords of Hell; this is not a concern to Asmodeus since he still receives power from their worshippers. Of course, Asmodeus, far older and far more intelligent than any of them, has built-in numerous loop-holes should the need arise for him to destroy a realm. Indeed, it was such a loop-hole that allowed Asmodeus to drive both the orc and goblin pantheons from Hell untold millennia ago. Asmodeus seeks to damn as many mortals as possible. Although he is infinitely patient, Asmodeus would love to accelerate the moment of his freedom and damning entire worlds is an excellent means to that end. Not even the greatest gods (save perhaps those associated with wisdom and knowledge) can see as far as Asmodeus. His foresight and craftiness allows him to use one simple mortal to cause the downfall of entire civilizations. One of Asmodeus’ means to accomplish this is to spread information to all that would accept it. While Mephistopheles represents cold, clinical knowledge in the pursuit of greater understanding, Asmodeus represents knowledge that has been lost or concealed for fear of it being abused for the cause of Evil. Asmodeus encourages intrigue and conspiracy in the pursuit of knowledge, dropping hints and scraps to those seeking to learn more about that which they have no business knowing. Such seekers invariably are in pursuit of more power and control. Their dreams are filled with passion, for the desire to take what they have learned and to use it to become stronger or to create dark cabals to control the lives of others from the background. What is amazing about the ploys Asmodeus uses is the fact that he encourages the spread of truth. Those that would follow Asmodeus often learn early on that the path upon which they have embarked will lead them into Perdition, yet anyway they come. This is because Asmodeus offers a reasonable explanation for why their pursuits are worthy, why the knowledge they will un-
cover will improve their lives. The damnation Asmodeus delivers is never due to anything he forced upon others directly; rather, it is something that the damned take upon themselves in their desire to have more, control more, be more. Many find this interesting for it is often expected of Asmodeus that he will force mortals to take the path he demands. In point of fact, Asmodeus does accomplish this through the other Lords of the Nine and the various Powers of Hell. Whether it is through the various unique servants of Hell (like the dark marshal of Bael or the stoic of Mephistopheles) or through the Legions of Hell, Asmodeus has plenty of means to impose his will on others. However, when he becomes personally involved, The Overlord prefers to allow others to willfully place the shackles on their souls, to willfully accept him as their true lord and master. Asmodeus is even craftier than Dispater when it comes to arranging contingencies. More than almost any other being in Creation, Asmodeus has the capacity to be patient and has no problem with manipulating events over the course of a thousand generations to lead to one end. Whether it is in Hell, with the death of Bensozia, the Dies Irae and the dismissal of Geryon, or the creation of false messiahs on countless worlds, there is nothing Asmodeus does not do that does not play some role in his desire to rule over all. What is never clear until it is too late is precisely what Asmodeus is hoping to accomplish. Asmodeus will guide apparent servants down a path only to abandon them at what appears to be the strangest moment while at other times he will make sure that a single child is saved from a collapsing building. In the end, it is always better to assume that whatever Asmodeus does is done to benefit himself and Lawful Evil. There are two public faces of The Overlord of Hell. The first was Lucifer the Satan. In this guise, The King of Hell appeared as being of inhuman, angelic beauty, his androgynous, glowing white body held aloft by six wings, his evil only hinted at through his blood red eyes. The guise of Asmodeus is notably different and more subtle. As Asmodeus, The Overlord of Hell appears as a slightly taller-than-average, very handsome mature man with slicked back, ebon hair, and blood red eyes. His skin is like white marble and his red lips are framed by a neatly trimmed moustache and goatee. Dressed in extremely expensive, yet conservative red and black robes and cloaks that bring to mind religious attire, Asmodeus seems to glide rather than walk with tremendous grace. In either guise, the avatars of the King of Hell always carry the Ruby Scepter of Hell, an artifact of almost incomparable power. The true form of The Overlord of Hell is unknown. Apocalyptic texts and the visions of lunatic seers claim that the true appearance is similar to that of a tremendous black serpent or legless dragon with broken bat-like wings and with flaming, blood-red eyes. The body of The Overlord is said to be as large as a single mortal coil and that a single, ebon scale can hold an entire world. These apocalyptic visions often end with this tremendous monster rising from the depths of the Pit of Darkness, followed by countless legions of pit fiends, as it slowly coils about the Cosmos, suffocating it of love, joy, peace, and freedom, smothering all under the weight of tyranny and evil. To date, all those who have publicly shared their dreams disappear within nine days, never to be seen or heard from again. Yet, their books remain, hidden in dusty libraries across the Cosmos, ready to be read by those eager to learn more of Hell and its master, prepar-
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ing them for the tribulation that will end with The Overlord’s final, ultimate, victory. Combat Asmodeus rarely finds it necessary to allow matters to degenerate into fisticuffs, preferring to trick other beings into doing his bidding or to smother their wills. Asmodeus does not personally engage in combat unless it becomes absolutely necessary, first allowing millions of devils to enter battle in his name. If combat occurs in his direct presence, he may aid favored minions (such as Aesmadeva and the Ashmadia) by countering particularly dangerous spells, disarming foes via telekinesis, or dominating the weaker-minded opponents and ordering them to attack their comrades. Seated calmly on the Serpent’s Throne, Asmodeus activates his Aura of Utter Hell and employs spell-like abilities or silent and still spells, exerting his will with no outward signs of any effort. Should enemies attempt to engage him directly, he may strike them down instantly if possible (via divine blast, hand of death, or life and death). Against more powerful foes, rather than taking them apart in combat, Asmodeus may first allow them to wear themselves down on his defenses (employing the Armor of Malsheem and his divine shields), creating a feeling of hopelessness and forcing them to inevitably submit to his will. Though it is virtually unheard of for Asmodeus to enter physical combat, he is quite proficient at it, and with the might of the Ruby Scepter of Hell, Asmodeus will not hesitate to humble his foes in melee if necessary. Between his melee abilities, salient divine abilities, special attacks, spell-like abilities, spontaneous spells, and the powers of the Ruby Scepter, Asmodeus has virtually limitless options in combat. His vast knowledge allows him to select the most appropriate attack form for any foe or situation he may come across. Asmodeus is always prepared to increase the sway of Lawful Evil, and a creature powerful enough to challenge him may become a useful slave, whether tempted or tricked into his service or dominated outright. Others that challenge The Overlord, however, may find naught but oblivion as he consumes their immortal souls. Alter Reality: Asmodeus can use the wish spell with regard to his portfolio, save for the replication of other spells. This ability costs Asmodeus no XP, and requires a standard action to implement. Asmodeus may also use alter reality to cast any inflict spell at will as a standard action (applying metamagic feats to the spell requires him to forego using alter reality for 1 round for each spell level the feat would add). As a free action, Asmodeus can assume any size from Fine (as small as a grain of sand) to Colossal (up to 1,600 feet tall), adjusting his statistics accordingly. He may also change the size of up to 100 pounds of objects he touches. Aura of Utter Hell (unique salient divine ability): As the ultimate representation of organized evil, Asmodeus exudes an aura that is akin to Hell itself. Asmodeus’ presence is so heinous and overwhelming that it causes lesser (that is most) beings to cower before him or pay homage to the totality of Lawful Evil he represents. All within 9 miles of Asmodeus must succeed on a Will save (DC 72). Those who succumb to evil of The Overlord of Hell suffer one of the three following effects, as determined by The Lord of the Nine (who can change the effect, or discontinue it, as a free action):
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Cower: Affected beings cower before the might of Asmodeus. They can defend themselves normally but take no actions. Induce Fear: Affected beings become panicked and suffer a -9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Asmodeus makes them frightened, and they flee from him as quickly as possible. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. Obeisance: Affected beings drop to their knees at the sound of Asmodeus’ voice, acknowledging The ArchFiend’s sovereignty. While bowing, victims are considered prone and flatfooted until their next turn. Asmodeus can use Obeisance in conjunction with any 9th level or higher spell that requires a verbal component (this includes spells adjusted by metamagic feats). Doing so uses up a spell slot as per usual. Asmodeus’ Aura of Utter Hell supersedes the effects of his divine aura for those beings within 9 miles of his presence. Deities and cosmic entities can only be affected on a successful opposed rank check. Avatar: Asmodeus is the avatar of The Overlord of Hell (Lawful Evil overdeity). As the avatar of an overgod, Asmodeus possesses the powers of a true deity rather than those of a conventional avatar. Asmodeus also keeps his malefircarim special abilities, and was given several unique salient abilities to help facilitate his rule over Perdition. The Overlord may generate up to 20 avatars within Hell at one time and typically has at least nine (including the “dominant” avatar) available. However, due to the nature of his imprisonment, The Overlord may only maintain one avatar outside of Hell at any one time; if The Overlord sends an avatar beyond Hell, he can neither generate nor maintain other avatars (already created avatars go into “stasis” until the avatar returns to Hell). It takes 90 days for the Overlord to create a new avatar unless an avatar was destroyed beyond Hell. In such cases, The Overlord will lose all current avatars save one and it will take nine months for him to create a new avatar. It is unknown what would happen if The Overlord lost access to all his avatars. The Overlord may select different appearances, ability scores, classes, feats, salient divine abilities, skills, and so on when creating an avatar, as was the case with Lucifer and Asmodeus. Damnation (unique salient divine ability): Many desperate mortals have made deals with devils over the centuries, seeking the quick (yet dangerous) road to knowledge, power, or wealth. Some of the most arrogant or foolish have attempted to bargain with the King of Hell himself. Assuming the client signs several contracts of terrifying complexity, thereby agreeing to repay the Overlord at some point in the future, Asmodeus will grant the client whatever his or her heart desires. Using his ability to alter reality, Asmodeus will generally grant the client great power (whether personal or political) and/or the ability to completely dominate or oppress a person, group of people, or even country of their choosing. Asmodeus can grant virtually any boon that suits him and his client’s needs. For instance, Asmodeus might grant the client a +9 profane bonus to an ability score or skill (especially Bluff, Diplomacy, or a Knowledge skill), or the ability to cast a spell like dominate monster
or mass charm monster (with a +9 profane bonus to the save DC) 9 times per day as a spell-like ability. Asmodeus is quite flexible with the boons he offers those insane enough to deal with him; so long as their desires promote organized evil, The Lord of the Nine is likely to grant them their request, even in the form of a wish. Furthermore, it is believed that Asmodeus has the ability to mimic the soul-bargaining powers of any being bearing a Duke of Hell, arch-devil, or Lord of the Nine template. To date, this has neither been confirmed nor debunked. It is known that Asmodeus has the ability to grant Damnation “boons” through a proxy; such proxies are typically Nessian pit fiends, extremely powerful (21st level +) cardinals of Asmodeus, or Dukes of Hell (particularly Martinet). Asmodeus can bestow up to nine such benefits per client, but one such benefit is lost every nine months unless the client sacrifices the soul of a willing or dominated subject to Asmodeus before that time. Such sacrifices must be worth no less than one-third the HD of the victim and must have noble or royal blood in their veins (no more than nine generations removed). Such sacrifices must take place in regal environments and at midnight. When all of a client's powers have been lost, or when all nine sacrifices have been made, the client usually dies (The Devil has been known to let his favored clients live on for quite some time, often killing them when they least expect it or right before they assume their hoped for “destiny”). Short of the direct intervention of a deity while the client lives, there is no chance of reprieve from the damnation awaiting this corrupt soul. Even with the direct intervention of the deity, the victim must undergo some form of atonement to release his soul from Asmodeus. The deity may offer atonement and a quest to the client to not only undue the wrongs he committed, but to release the souls he consigned to Hell to gain more power. The quest must be completed within nine months after which the client’s soul is forfeit and he immediately dies and descends into the Pit of Darkness where his oblivion will be endless and complete. To retrieve such a soul is an epic adventure of almost divine proportions as it requires that one bargain with Asmodeus . . . Divine Immunities: Ability damage, ability drain, acid, binding, cold, death effects, dimensional anchor, disease, disintegration, dismissal, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, repulsion, sleep, soul bind, stunning, temporal, stasis, trap the soul, turning or rebuking, transmutation. Unlike most deities, Asmodeus is subject to banishment and similar effects. This unique status is due to the nature of The Overlord, who itself has effectively been banished from the Cosmos. Domain Powers: Cast divination, evil, and law spells at +1 caster level; smite 18/day (+4 to attack, +20 to damage); treats Bluff, Disguise, and Hide as class skills. Gaze of Hell’s Depth (Su): Asmodeus’ gaze reveals the depth of depravity, loss, and wickedness that is Hell. Those subjected to Asmodeus’ blood red gaze may suffer one of the following effects, as chosen by Asmodeus (each is a mind-affecting gaze attack with a range of 60 feet): Chill: The target creature must make a Fortitude save (DC 72) or begin to feeling numbingly cold and empty. If affected, it can take only a single move action or standard action each turn, but not both (nor may it take fullround actions). It moves at half its normal speed (round
down to the next 5-foot increment). This effect lasts for up to 63 rounds and does not stack with other slow effects. Additionally, the creature takes a –9 penalty on all attack and damage rolls, saving throws, ability checks, and skill checks for the next 24 hours. Fear and Weakness: The target creature must make a Will save (DC 72) or cower before Asmodeus for up to 63 rounds. If the Will save is successful, the creature is instead shaken for 9 rounds. In addition, if Asmodeus wills it, the target may also take 9 points of Strength damage. A Fortitude save (DC 72) halves the effect. A creature cannot drop below Strength 1 in this manner. Madness: If the target creature fails a Will saving throw (DC 72), its mind becomes overwhelmed by the sheer power and otherworldliness of Asmodeus. The creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. The subject remains in this state until a heal, limited wish, miracle, or wish spell (succeeding at a DC 45 caster level check) is used to cancel the effect. If the variant sanity rules are being employed (see Appendix D: Infernal Insanity), the creature instead takes d% points of sanity damage (minimum 9) on a failed save and 3d6 points of sanity damage on a successful save. Deities and cosmic entities can only be affected on a successful opposed rank check. Hell’s Mouth (unique salient divine ability): As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell from any location, reality, or plane of existence, as well as those within Hell. Up to 18 times a day, The Lord of the Nine can cause a gate or portal to open and can accomplish different feats with it. First, Asmodeus may use the Hell’s Mouth to interact with beings within his sensory range. Secondly, Asmodeus may cast spells, use salient divine abilities, spell-like abilities, or any other power through a Hell’s Mouth. Asmodeus may also send devils through the Mouth; such beings are treated as if called rather than summoned. Finally, Asmodeus can cause the Hell’s Mouth to inhale sharply; sucking in those within 90 feet into a location in the Nine Hells of Asmodeus’ choosing if they fail a Will Save (DC 72). In any event, the Mouth remains open for nine rounds. Asmodeus can only open existing gates to Hell or those that have been opened by spellcasters, magic items, or artifacts within the past nine days at the location the gate was created. Thus, if a wizard casts a gate spell to Hell in his sanctum, for the next nine days, Asmodeus can create a Hell’s Mouth in that location. Asmodeus cannot use Hell’s Mouth on typical summon monster spells. He is limited in his ability to create Hell's Mouths on planes apart from Hell and the Prime - he does not have direct access to the Ethereal Plane or the Elemental Planes. He has no access to the plane of Concordant Opposition or to Sigil, though he is able to open a Hell's Mouth in the gate towns. He may open Hell's Mouths on the Outer Planes, but only 18/year, and only within 18 miles of an existing monument or portal to Hell. Note that these restrictions do not prevent him from opening standard gates to these locations (save Sigil). A Hell’s Mouth usually appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims or when Asmodeus uses the Mouth to communicate. On other occasions, it appears
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as a particularly sinister-looking portal complete with a diabolical, enflamed frame. Asmodeus may adjust the Mouth’s appearance as he desires. Infernal Knowledge: As the driving force of Lawful Evil in the cosmos for countless millennia, Asmodeus possesses untold knowledge. He may use the lore ability as a 45th level loremaster (+85 to his check). Infernal Majesty (Ex): Within Perdition, the power of the King of All Hell is incomparable. On any layer of Hell, Asmodeus possesses a cosmic rank of 21, ranking him as an overdeity. This does not alter his statistics and is applied in addition to his divine rank (the better of the two, in this case the cosmic rank, is used for rank checks). Asmodeus may select up to nine locations within Hell at any one time, which he may affect as a godly realm. It is unclear if he has any limitations in terms of range or duration in accomplishing such feats. Although it is believed that he must succeed in a rank check to overcome the cosmic or divine defenses of other Lords or gods, the certainty of this position is unclear. The Lord of the Nine (unique salient divine ability): Asmodeus is affected as though by a permanent nondetection spell (caster level 45th) and can see in perfect darkness, even that created by deeper darkness spells. He can communicate with any creature within 18 miles using telepathy. He gains the Damage Reduction, Infernal Majesty, Regeneration, and bonus feats of the Lord of the Nine template, and reaps improved versions of some of their other powers, as follows: Call Devils (Su): As a move equivalent action, Asmodeus can demand the respect of any devils. Asmodeus may call, up to 9 times a day, up to 3 archdevils, 6 Dukes of Hell, 9 pit fiends, or 18 of any lesser type of devil. Any devil or being with a diabolic template is vulnerable to being called by Asmodeus, regardless of location. No devil is brave enough (save Mephistopheles) or stupid enough (save Moloch) to verbally challenge Asmodeus in Hell, much less to his face, so all obey his commands. Diabolic Supremacy: Akin to (but more potent than) the diabolic prowess of lesser arch-devils, Asmodeus receives a +18 profane bonus to the DCs and effective caster levels of his special attacks, spells, and spell-like abilities. Asmodeus calculates the save DCs for his divine aura and salient divine abilities as he does his other special abilities. Spell-Like Abilities: Asmodeus may cast all spell-like abilities available to the Lord of the Nine template at will. These abilities are included in the list below. Overlord of Hell (unique salient divine ability): As the true and undisputed King of the Nine Hells, Asmodeus has powers that transcend those of the other Lords of the Nine. Infernal Potentate (Ex): As the personification of Lawful Evil, Asmodeus’ mere presence automatically unhallows an area equal to 9 miles in Hell. Not only can Asmodeus select any spell from the unhallow list in the Player’s Handbook, he may also use any of his domain spells as potential attachments to the effect, can attch up to nine different spells at once, and can change the associated spells 9/day as a move equivalent action. While he can suppress (and reactivate) this ability as a free action, he rarely does so. Asmodeus can use this ability through his Hell’s Mouth salient divine ability. Submission of the Lords (Ex): Once a month, Asmodeus can force the other eight Lords of the Nine to
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submit to him. Asmodeus may call them to his fortress in Nessus, Malsheem, where they must pay obeisance to him. This power also allows Asmodeus to terminate any and all infernal abilities of the Lords or any other devil. Asmodeus may do so 18 times a day as a moveequivalent action, the devil (even an arch-devil or Lord) receiving no saving throw or spell resistance to avoid the effect. The devil retains its hit dice, class levels, feats, skills, and ability scores, but loses its Abomination and Devil traits, supernatural abilities, spell-like abilities, and any benefits and/or features associated with the Duke of Hell, arch-devil, and/or Lord of the Nine templates. Asmodeus may also grant these benefits up to 18 times per day, again as a move equivalent action. Finally, Asmodeus can simply transform a devil into another kind of devil, the devil again receiving no save against this ability. This power extends beyond Hell through the use of a Hell’s Mouth, although there are rumors that Asmodeus can reach beyond Hell without the benefit of the Mouth. Asmodeus’ power to promote or demote devils as described here is in addition to the powers of the Diabolical Decree. Spell-Like Abilities: Asmodeus uses these abilities as a 99th level caster, except for divination spells, evil spells, and law spells, which he uses as a 100th level caster. The save DCs are 78 + spell level. At will - accursed, animate dead, baleful polymorph, blasphemy, blur, calm emotions, change self, charm monster, clairaudience/clairvoyance, command, confusion, contagion, create greater undead, create undead, deeper darkness, delayed blast fireball, desecrate, destruction, detect chaos, detect good, detect magic, detect secret doors, detect thoughts, dictum, discern location, disintegrate, dispel chaos, dispel good, divination, dominate monster, dominate person, earthquake, enthrall, false vision, find the path, firestorm, flame strike, foresight, geas/quest, greater command, greater dispel magic, greater invisibility, greater restoration, harm, hellball, hold monster, implosion, inflict critical wounds, inflict light wounds, invisibility, legend lore, magic circle against chaos, magic circle against good, mass hold monster, mass inflict light wounds, mass suggestion, meteor swarm, mirage arcana, mislead, monstrous thrall, nondetection, oppress, order's wrath, persistent image, polymorph, polymorph any object, power word stun, protection from chaos, produce flame, protection from good, pyrotechnics, read magic, restoration, resurrection, screen, scrying, shatter, shield of law, suggestion, summon monster IX (as evil or law spell only), symbol of pain, time stop, true domination, true resurrection, true seeing, tyranny, unhallow, unholy aura, unholy blight, wall of fire, wish. Spells: Asmodeus may spontaneously cast up to 9 arcane and 9 divine epic spells per day. The forbidden spells accursed, Asmodeus' heretical infection, the Serpent's sibilant whisper, and tyranny are all closely associated with the Lord of the Nine, though he is familiar with an untold number of spells. Cleric Spells Per Day: (Levels 0-22) 6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2. Caster level 71st (72nd for divination, evil, or law spells). Base DC = 51 + spell level, or 53 + spell level for mindaffecting, language dependant spells. Wizard Spells Per Day: (Levels 0-22) 4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2. Caster level 76th (77th for divination, evil, or law spells). Base DC = 51 + spell level, or 53 + spell level for mindaffecting, language dependant spells.
The Ruby Scepter of Hell: Asmodeus carries The Ruby Scepter of Hell. The scepter is carved from pure ruby, with an onyx pentagram at its head. Of unparalleled craftsmanship, it glistens with an unimaginable, unearthly luster. This item would be worth more than 1,000,000 gp in gem value alone, before even considering its immense magical power. The Ruby Scepter is a +9 axiomatic power unholy power heavy mace with a threat range of 18-20 and a x4 critical multiplier. Any creature struck by the Scepter is affected as by blasphemy and dictum (caster level 45th). The Ruby Scepter also possesses the following powers. While Asmodeus may use each of these powers at will, unless otherwise stated, all others may use each power no more than three times per day. • Tyrant’s Taint: On any successful strike, the Ruby Scepter may confer Tyrant’s Taint. If a victim fails a Will save DC 72, he suffers from this insidious effect. Tyrant’s Taint has an incubation period of 9 days and deals one negative level. The “damage” dealt by Tyrant’s Taint shifts the victim one alignment step closer to Lawful Evil. What makes Tyrant’s Taint particularly dangerous is that a new save must be made every nine days for the next 81 days. Nine successful consecutive saves indicate that one has become free of the disease. Tyrant’s Taint may be removed by a 31st level, good aligned cleric who must cast greater restoration and miracle in immediate succession, succeeding on a DC 45 caster level check each time; this may be done at any time during the 81 day period. Like the Serpent's sibilant whisper (see Chapter 2: Forbidden Magic), it is all but impossible to detect Tyrant’s Taint. • The Ruby Scepter grants a +9 profane bonus to the saves of all Lawful Evil creatures within 90 feet (all wielders save Asmodeus benefit from the bonus). The wielder may withdraw this effect on an individual basis should a powerful Lawful Evil creature challenge his authority. Further, all Lawful Evil creatures within 900 feet with 45 or fewer combined HD or class levels may be commanded by the wielder as an evil cleric commands undead. All other non-Lawful Evil creatures with fewer than 45 HD may be turned as a good cleric turns undead. • Absorption: The Ruby Scepter can be used as a rod of absorption, capable of absorbing up to 27 spell levels per day. • Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ – , fast healing equal to his Constitution modifier, and regeneration equal to double his Constitution modifier). When in Asmodeus’ hands, the Scepter also doubles the hit points of his divine shields for the duration. While this power may be used once a day for others, Asmodeus take on the Armor of Malsheem thrice per day. • Bolt of Lightning: 180 foot long, 10 foot wide line; deals 180 points of corrupted, violated electricity damage (Reflex DC 72 for half). Failure of the Reflex knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points by which the save was failed (thus a being that received a result of
•
•
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40 would be knocked back 30 feet). If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 72 or become paralyzed for 9 rounds. Whether the victim succeeds or not, he becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within reach of or touch another being. Cone of Frost: 90 foot long cone; deals 180 points of corrupted, violated cold damage (Reflex DC 72 for half). Those struck must also make a Fortitude save DC 72. On a successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place as though by hold monster for 9 rounds. If they fail the Fortitude save by 18 points or more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish cast by a 31st level caster that succeeds at a DC 45 caster level check can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die. Inflict Wounds: On any successful melee attack with the Ruby Scepter, the wielder may choose to inflict wounds upon the target of a melee attack (this is done as part of the melee damage rather than as a separate action). This effect deals 52 points of corrupted, violated negative energy damage to the target (Will save DC 72 for half). Undead are neither harmed by nor benefit from this power. Thrice per day, Asmodeus (and Asmodeus only) can increase the effect, dealing 200 points of corrupted, violated negative energy damage instead (Will save DC 72 for half). In both cases, Asmodeus heals a number of hit points equal to half the damage dealt in this fashion (he cannot exceed his normal maximum hit points in this fashion). Jet of Acid: 360 foot long, 5 foot wide line; deals 180 points of corrupted, violated acid damage (Reflex DC 72 for half). Failing the Reflex save requires that a victim must also make a Fortitude save DC 72 for one magic item; failure indicates that the item takes the damage as well (see Items Surviving after a Saving Throw in the Magic Overview section of the Player’s Handbook to determine which items are affected first). At the beginning of each of the next two rounds, another of their items must save as well. In addition, the acid eats away at the flesh, dealing 3 points of Constitution damage (Fortitude DC 72 for half) immediately and an additional 3 points at the beginning of each of the next two rounds (unless a heal, miracle, or wish spell from a 31st level caster that succeeds at a DC 45 caster level check is cast on the victim). Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Scepter in a 90 foot radius. The area within 90 feet of the Scepter is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 99th, DC 72 where applicable). A nearly impenetrable shield is
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erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within 90 foot radius of the Scepter. The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield. During the first round, the Scepter’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations, and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. While Asmodeus may use this ability thrice a day, all others benefit from it once a day. Tyrant Triumphant will automatically activate once per day should its wielder perish. In either case, once Tyrant Triumphant is used, the wielder may not call on any of the Scepter’s other powers save its melee effects (including axiomatic power, unholy power, blasphemy, dictum, and Tyrant’s Taint, but excluding inflict wounds), or the remaining uses of Tyrant Triumphant (Asmodeus only), for the next 24 hours. A being that touches or holds the Ruby Scepter against Asmodeus’ will suffers several dire consequences. In addition to the saves required by Infernal Arms, the DCs increase by +1 every nine hours. Even a being that saves against these effects suffers nine negative levels when holding the Ruby Scepter. Any being slain by the Ruby Scepter finds his soul consigned to Nessus – trapped in the Serpent’s Throne. No being save Asmodeus himself can restore such a soul to life. Asmodeus has a price for the release of each one, assuming someone is willing to travel to his domain in order to bargain for it. Some say the Supreme Virtue once traveled into Hell to liberate her follower, and she was the only one to ever receive a soul back free of cost. The modron bureaucrats of Mechanus offer pricey legal advice for discovering loopholes in a contract offered by Asmodeus...some go mad after seeing perfect logic so tainted by evil. Other Divine Powers The statistics here reflect the powers of the avatar of the King of Hell, whom most simply call Asmodeus, although the true name of this being is unknown. As far as the devils of Hell, most gods, and virtually all lesser beings know, the avatar is the true Asmodeus. Although these statistics are for the avatar of the true King of the Nine Hells (what or whoever that being might be), it is only through the use of the Hell’s Mouth salient divine ability that the avatar can interact with (or, more rarely, enter) the Prime Material Plane. Senses: Asmodeus can see (using normal vision or darkvision), hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. However, his remote
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sensing is limited to Hell, or to Prime worlds he has accessed with a Hell's Mouth. While he can completely block the sensing power of any god or cosmic entity attempting to peer into Nessus, he does not have this ability beyond his layer. Portfolio Sense: Asmodeus can sense anything that pertains to Lawful Evil acts (trickery, tyranny, etc.) eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs. However, he is limited in his ability to perform this feat beyond Hell except with the use of a Hell’s Mouth. Automatic Actions: Asmodeus can use Bluff, any Knowledge skill, or Sense Motive as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Asmodeus can create any magic item that has lawful or unholy attributes, that smothers the will, or that otherwise brings the wielder ever closer to a Lawful Evil alignment.
Summoning Asmodeus The summoning of the King of Hell is a rare event indeed, but it has been attempted - and even been successful – on certain occasions, most often immediately before the absolute triumph of Hell’s powers on a prime world. The highest-ranking cardinals of Asmodeus are perhaps the most likely to successfully summon The Lord of the Nine, but the damning secrets by which this feat can be accomplished are by no means limited to their clandestine order. In short, those who dig deep enough and delve far enough will find a way to treat directly with he who rules from the bottom of the Pit. Asmodeus has stipulated very precise arrangements necessary to facilitate his summoning to the mortal coil. First of all, the summons must be spoken entirely in the Dark Speech. This tongue, best lost to mortals, is the only language capable of adequately capturing the evil essences crucial to the invocation; scholars have speculated that the Dark Speech, while representative of evil as a whole, more perfectly represents Lawful Evil than Neutral Evil in that it is confined in a particular, definable form. The ritual formulas, repeated thrice throughout the invocation, only further demonstrate this lawful bent. Speaking the entire invocation in the Dark Speech is no mean feat; indeed, a mortal cannot possibly achieve such a thing on his own. Thus the second requirement of the invocation: diabolical aid. The summoner must be assisted in the invocation by nine pit fiends (or devils of equal or greater status – note that epic level cardinals of Asmodeus are considered to be of such status for this purpose). These pit fiends are generally brought to the prime for the summons by means of greater planar binding. Whether bound or not, these diabolical aides must be situated equally around the outer magic circle. Even with such aid, any mortal involved in the casting takes 18d6 points of non-lethal damage from the strain of channeling such oppressive might as needed to summon the King of Hell. Finally, the site itself. This must be an unworked stone room, at least 36 feet in all dimensions, the ceiling of which being situated at least 9 feet below the foundations of a place of profound religious significance. The magic circles must be chiseled directly into the bedrock before being laced with powdered silver, ebony, and
unholy unguents worth in excess of 9,999gp. The trappings of power must adorn the place – rich tapestries, exotic treasures, slaves, and so forth. The chief invocant must dress to suit the site and the occasion: garments of rich brocade, black and crimson, and bearing a rod in the right hand, and a scourge in the left. As the invocation progresses, the chief invocant walks about the outer magic circle, forcing each devil in turn to submit to him, until all nine bow and offer him obeisance. The chanting continues throughout, but each devil that submits to the chief invocant loses one point of Intelligence permanently as a result of the dark energies being channeled, as forbidden lore is stripped forever from their minds. The chief invocant does not gain this knowledge; instead, it provides the final fuel required to rend the wards protecting the mortal coil from the physical presence of The Devil. A crack appears then in the center of the floor, small at first, and then suddenly wrenching open under the pressure of a mighty, supernatural blast. All in the room must succeed on a Strength check DC 72 or be knocked to the ground; note that it is not by happenstance that all in the room are forced to “bow” before Asmodeus even appears. Accompanying this terrific explosion of power, the cries of a myriad of damned souls rise from the Pit, the sound deafening all those except for the chief invocant (Fort save DC 72 allows the deafness to last only the duration of the audience, otherwise the deafness is permanent). A palpable mist of darkness ebbs into the room, at first swirling only around the feet of those in attendance, but steadily mounting throughout the encounter until nothing can be seen. Those without protection against mind-affecting effects must make a Will save DC 72 the moment they are engulfed by the darkness, or permanently lose all memory and become feebleminded. An eddy in the mist is the first sign that betrays the coming of The Arch-Fiend. The cries rise in crescendo as he ascends slowly from the mist, his hands hidden deep within the folds of his robes, and his eyes piercing all those whom he gazes on to their very souls. Any who willingly participated in the summons at this time are damned, their alignments shifting directly to Evil along the moral axis, and three steps towards Lawful along the ethical axis. Throughout the audience the mist of darkness gathers with increasing heaviness about Asmodeus, obscuring him from all sight early on, though the chief invocant can always see him clearly. Each time the Prime Evil speaks, an oppressive heaviness settles on all present, forcing additional Strength checks against DC 72. Failure results in that creature being forced to the ground – or, as is more likely the case, forced to remain on the ground – prostate and effectively groveling for The Lord of the Nine. Deafened creatures are still susceptible to this effect, and the chief invocant is not exempt. Asmodeus uses his vast intellect, cunning, and deific might to steer conversations in the way he desires, whilst also maintaining the illusion that all outcomes of the audience are as per the invocant’s darkest desires. He uses his Damnation ability to grant such desires to clients, granting up to nine boons to the invocant (note that the sacraments of the cardinal are not included as a manifestation of the Damnation power). The contracts drawn up in relation to such boons are complex beyond imagining, but entirely legal and binding throughout the Cos-
mos. To date none have found any viable loophole in even one of The Overlord’s contracts. When business has been concluded, Asmodeus, in the midst of the darkness, covers his face with the hood of his robes and whispers an unholy prayer. The darkness takes on a malevolent feel, transmuting into a permanent damning darkness effect through which only the chief invoker (typically) can see. Joining Asmodeus in his unholy, blasphemous prayer are the souls of the countless damned, whispering and weeping as their sorrow and damnation leeches from the Pit of Darkness. The arch-devil begins to swell into immensity, his shape elongating and becoming serpent-like, his face becoming too terrible to behold. All those that witness this transformation immediately lose nine years from their lives and suffer 9 points of Wisdom drain (if the variant sanity rules are in use, victims lose d% sanity points). In short order, the King of Hell’s bulk strangles the entire room. As the whispers of the damned reach a chilling crescendo, The Overlord’s form explodes into a cloying, black mist that forces its way into every creature present. This process is a violation of the highest order that eternally marks the soul. Animals, magical beasts, oozes, plants, or vermin immediately take on the fiendish template and become Lawful Evil. All others are thereafter under a permanent serpent’s sibilant whisper effect (Will save DC 72 negates). Unlike the version of the spell detailed in Chapter Two, a successful rank check is required to not only magically discern the enchantment, but to remove it once found. If the rank check is not exceeded by at least ten points, the victim’s soul is immediately rent from wherever it resides and is dragged screaming into Nessus. The pit fiends present, having suffered humiliation and a loss of intellect, are banished from Hell, but are granted an ethereal form by which they may tempt and possess the souls of the children of humanity (see the Book of Vile Darkness for rules on possession and the Fiend Folio for the fiend of possession prestige class). Generally, these pit fiends remain close to the chief invocant, possessing those closest to him and influencing all his affairs in such a way as to please Asmodeus, hoping for a reprieve and return to Hell. Once the pit fiends take ethereal form, illumination returns to the summoning chamber and all seems as it was save that burnt into the precise center of the floor is a small (nine inch) and invisible symbol of Asmodeus. The summoning chamber is forever marked as a place of immense and eternal evil. Although Asmodeus often leaves the mortal coil without any indication of a spiritual wound, it is a certainty that the effects of his spiritual wounds far exceed those caused by his vassals. The following affects are the better known: • Evil and Lawful spells function at +9 caster level (this supersedes the caster level described in Chapter One. • Asmodeus has the ability to select what creatures are affected by the spiritual wound maladies within the range. • Asmodeus may cause weather in the area to function as evil weather cast by a 99th level caster with all applicable saves at DC 72 in addition to the effects described in Chapter One • Asmodeus may open a Hell’s Mouth up to nine times a year for the next nine years in the summoning chamber.
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The following is an excerpt from the Diary of Drenicus when he peered through a mirror of the realities during the Age of Greatness.
I scarcely heard the Constable of Nessus as he announced the myriad titles of the Hell’s Master. Instead, I struggled to remain conscious as I stared into the mirror and through my pit fiend courier. An unbearable pressure had descended upon me. Sweat, thick and cold, coated my flesh. My head felt gripped between the jaws of a dragon. A rushing sound, like that of water in rapids, took hold of my hearing. My heart seemed ready to flee from my chest. A terrible pain, driven by unreasoning fear, filled me. I heard something whisper my name. Not my name as I write it or as my friends speak it, but the name that I know in the depths of my soul to be my True Name. I knew it was time for me to end this venture, to cease my reckless foolishness. I tried to turn away from the mirror, yet something held me. Something commanded me to bear witness. To serve. I suddenly realized that I was no longer watching the Procession. The Serpent’s Throne filled the mirror, a great hooded viper of lustrous ruby that slithered about its own coils. Darkness unfathomable surrounded this throne. Yet, a deeper darkness was hidden within. Then, I saw him. Or rather, I saw Him. Seated upon the Serpent’s Throne He looked at me. He looked at me as I sat in what I thought was safety! The small amount of exposed flesh was flawless, like the purest marble. His attire was like the robes and cloaks of a holy high priest, both regal yet simple in its austerity. It did not seem woven from any fabric in this or any other world, but spun from the blackness of the Cosmos itself. In the long fingers that rested in his lap He held a ruby scepter, its head an onyx pentagram. No crown obscured the black hair that was slicked back above the noble forehead. While the square jaw was clean, the firm mouth and full lips were framed by trimmed moustache and goatee. For all of this, what I remember more than anything were the eyes. They were large under the heavy brow. Completely red, like blood, those glowing eyes gazed at me. Through me. Into and beyond my soul. They devoured everything I ever was and could be. Despite the pleasant smile on His face, those eyes told me I was less than nothing, an object to be used and discarded as necessary. Pressure forced me from my chair. As I was forced to my knees and hands, bile raced up my throat and tears poured from my eyes in rage and humiliation. And fear. I supplicated myself before Him, kissed the floor before His feet. Although nothing touched me, my chin was lifted to behold Him again. A voice, colder, deeper and darker than any I had ever heard and ever will, burned in my mind. I whimpered at the violation, the intrusion at the contact. So, thou hast peered beyond the Gates of Hell. His lips did not move. Or perhaps they did. To this day, I cannot tell. I nodded. Was it worth it? I shook my head as what I though was tears and snot leak from my eyes and ears. I would later learn it was my blood. “No, I will never say what I have learned here today!” I tried to bite my tongue but the honorific was still wrenched from my throat, “My Lord and Master.” He peered down on me. Oh, thou wilt testify. All that thou hast seen has been granted to thee through Our explicit will. Did thou think that thy little defenses, this paltry trinket, He motioned at the mirror, could hide thy intrusion from Us? He laughed, a bitter, empty sound that was worse than his voice. The mirror squealed and its frame trembled. “No!” I spat. “I will not abide by your wishes!” I called on all my courage, all of my faith at that moment as I tried to rise to my feet. “In the name of the Seven Heavens, I rebuke thee, foul serpent!” He lazily inclined His head to one side and I was slammed back down. Even as I cried out from a cracked rib, He leaned forward. Urine raced from my bladder as the impossible occurred! He reached through the mirror and tapped my head with his scepter. I howled as pain like no other ravaged me, blinded me. Yet, in my mind I beheld visions that I only clearly see in the nightmares I continue to have each night to this day. For what I saw was a great Pit of Flames and Darkness large enough to engulf the Cosmos. At the base of that Pit uncountable pit fiends of the greatest size marched, endlessly emerging from a great pool of flaming
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blood. Languishing in misery within the pool of flaming blood were the souls of all those damned to Hell. They melted slowly, eternally, screaming and calling out for the gods of light in a place where no such beings could hear them. And within that great pool laid a serpent. Its scales were darker than the deepest black, each the size of a single world. Wounds as large as the deepest canyons littered the mass. Tattered, broken wings spread uselessly across the Pit. Blood red eyes glared at me as a forked tongue darted out eagerly. As each soul melted into oblivion, the wounds closed ever so slightly, the wings came closer to restoration. Then the head rose from the coils. The last souls were devoured in a final, pitiful shriek of horror. The wounds were gone and the wings unfurled. The great serpent rose from the Pit, exploding from Hell. The pit fiends rose behind it in unison. Gods, angels, mortals: none could withstand the serpent as it encircled Creation. Just before the Cosmos was suffocated, I was back in my body, in my mind, before the mirror. I was staring back at myself. The mirror was no longer in use. I scrambled painfully to my feet, noting the taste of blood in my mouth and the stench of my waste. I turned to flee and saw an open, leather bound book on my chair. My handwriting was on those pages, including the words I had thought during my exploration. Words I had never written. With trembling hands, I picked up the book and looked at the cover. In silver were the words The Diary of Drenicus the Wise: The Gates of Hell. I tried to throw the book away and found that I could not will myself to do so. I turned back to the mirror and said as defiantly as I could, “No one will believe a word of this.” Before I turned around to forever leave, His voice replied, Our sentiments exactly.
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unclear which of the three factions dominates the decisions, although it is probable that Hell gets more than a fair share. While the best known mortal servants of Hell tend to come from the ranks of the Prestige Classes of Perdition in Chapter Three, there are many others that serve the cause of tyranny and oppression. Whether clerics, blackguards, or another class, all Lawful Evil divine spellcasters that do not bow to a specific god witlessly serve goals of Hell.
Minions of Lawful Evil Lawful Evil clerics or other classes that serve the general concepts or tenets of Lawful Evil are typically considered unofficial servants of Perdition even if they have not taken diabolical oaths of service (see the Devotee of Darkness and Soulsworn feats in Chapter 3). However, some of these divine spellcasters draw their power from one of the other Lawful Evil planes. It is typically assumed that a LE cleric who possesses only the Law domain is a servant of Acheron and a LE cleric who possesses only the Evil domain is a servant of Gehenna. Clerics possessing both domains are considered to be of Perdition. Most minions of Lawful Evil do not practice a specific dogma or religious tradition. Clerics of this sort form tyrannical cults that pursue various goals that may include the overthrow of a beneficent ruler, the establishment of an atheistic empire, or the summoning of a great evil dedicated to organized vice (typically a malefircarim, arch-devil, or even a Lawful Evil cosmic aberration like Ilsensine). In the event that such clerics abandon their dedication to Lawful Evil, they will experience a loss of their divine power until such time that they make amends to their specific worship of Lawful Evil. While they often traffic with devils, they are not beholden to them in the same way true servants of a Lord would be. Devils rarely attempt to bring such clerics into the fold unless directed to do so by a Peer of Perdition. These clerics are not bound by any of Hell’s laws directly; however, by default all such clerics are slaves to Asmodeus. Although he does not directly grant them spells, they gain their spells from their faith in Lawful Evil which is personified by The Overlord. Asmodeus does have the power to take a personal interest in minions of Lawful Evil, but rarely does so, believing that if they are too witless and lazy to recognize a greater power behind them and to seek it out, they are not worthy of his attentions. When these Lawful Evil clerics die, they are invariably damned to Hell; however, unlike servants of specific Lords or other Powers of Hell, these fools are cast into the Pit of Darkness where their souls are immediately consumed by Asmodeus. For those Lawful Evil mortals who are not clerics, or who do not possess neither the Law nor Evil domains, a formal tribunal awaits after death. It is before this tribunal that the soul is judged and sent to Acheron, Perdition, or Gehenna for eternity. The tribunal consists of a representative from each of the three Depths Below. They hear the claims of all interested parties as to the disposition of the soul (who typically has no say in the proceedings) before rendering judgment. The decisions by the tribunal are final and irrevocable. A Count of Nessus usually sits as Hell's representative to the tribunal. It is
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Minions of Hell There is a growing minority of clerics and other Lawful Evil divine spellcasters that serve Hell directly. They tend to serve no specific doctrine other than tyrannical evil and this is what sets them apart from the Minions of Perdition. Such clerics are very similar to minions of Lawful Evil save they have either taken a diabolical oath, or they have made a pact with a Power of Hell. About 25% of the minions have taken oaths while the balance is those who have made pacts. Of those who have made pacts, over 50% are Lawful Evil and sometimes interact within a more formal religious structure. Minions of Hell are all considered servants of Asmodeus even if they made a pact with another Lord of the Nine for they receive their spells through him; however, for the purposes of portfolio sensing, minions of Hell are still considered servants of the Power of Hell with whom they made an oath or established a pact. Since minions of Hell are not directly tied to Asmodeus (and rarely to a Lord for that matter), they tend to have much greater lee-way in their activities unless they are directly overseen by their patron. Indeed, it is unusual for the Powers of Hell to take direct and immediate interest in the actions of minions of Hell since most of them are created through pacts with Dukes of Hell. Minions are rarely called to service for their master (s). As most of them have established pacts with Powers of Hell in order to achieve their desires, they tend to be obsessed in the pursuit of their goals. However, for those who are devotees or soulsworn, it is not unusual for them to be called on from time to time to engage in some kind of task for Hell. On occasion, there are clerics and other divine spellcasters associated with other gods or concepts that become minions of Hell after making a pact with a Power of Hell. Although many such men and women do not immediately become Lawful Evil, they no longer receive their spells from their god or from the concept that empowers them but from The Overlord. Since they are not necessarily Lawful Evil at such times, these fools still cast domain spells as before until they either become Lawful, Evil, or both. Minions are most likely to be encountered either in places where there are very powerful, established godworshipping religions or in places where the Hells have limited interest or influence. In both cases, most minions are learned men and women with access to vast resources, allowing them to at the very least summon greater devils, if not Peers of Perdition, to the mortal coil. Upon their deaths, most minions are sent to the Lake of Fire and Brimstone where they are accursed into lemures. Those who attempted to avoid their fate through atonement are usually taken bodily into Hell by their master. These unfortunate souls are subjected to countless years of torture until their master grows bored and casts them into the Lake of Fire and Brimstone.
Minions of the Lords There are two different kinds of divine servants of the Lords. First and foremost are those who claim member-
ship to the various Prestige Classes of Perdition; second, there are those who serve a specific Lord of Hell. In both cases, such minions recognize themselves as part of an organized religion and pursue the cause of their Lord’s take on Lawful Evil. They also have taken either the Devotee of Darkness or Soulsworn feat. Many have also summoned powerful devils to the prime and established pacts of some sort. Only the most powerful (and certain in their dedication to Hell) have attempted to summon a Lord of the Nine. Each Lord has his or her own way of managing their cults as detailed below. Thus, while cardinals of Asmodeus rule over the church of Asmodeus across the Cosmos, the structure of Mammon’s churches and the relationships between toll wardens and his clerics differ from place to place. Further, each Lord is associated with two or three domains, although a cleric is not beholden to these so long as they select either Evil or Law. While such minions venerate specific Lords, they all receive their divine power from Asmodeus with the Lord in question serving as proxy. Thus, Asmodeus can strip any servant of another Lord of his divine abilities; however, in most cases, Asmodeus allows his Lords to govern their “worshippers” as they see fit. The only regulation that Asmodeus has strictly enforced is no overt fighting among the different churches (covert fighting must be done in such a way as to avoid any indication of treachery and must not degenerate into Chaos or selfcentered acts). Minions of the Lords are usually found in hamlets, towns, and small cities that have limited or weak godassociated religions. In such locations, diabolical churches often flourish in secrecy, slowly asserting greater and greater control and/or influence in the surrounding environs. Only a select few in such locations are explicitly invited to join such a church; others are tempted to acts perpetuating a specific Lord’s aspect of Lawful Evil, but rarely made aware of the terrible secret that lies so close. Most diabolical churches have large, subterranean temples that are usually removed from their town or city, thereby reducing the impact of spiritual wounds when devils are summoned to the mortal coil. It should be noted that in rare cases entire nations can fall under the power of a diabolical church. This only occurs when other churches are wiped out or are violated under the power of Hell’s mortal servants. The empire of Narq, ruled by the Prince of Hell, Lixer, is an example of such an event. Upon death, minions of the Lords find their souls taken directly to the Lord in question who can do with the soul as he or she pleases as described below. Asmodeus rarely seeks to take such souls, valuing the fact that such minions can continue their acts of organized evil in the afterlife. After all, their works will bring ever more souls to Hell, so he can afford to be without a few.
Honored Petitioners Not all of the minions of a Lord of the Nine are condemned to existence as a lemure (or worse). A select few are granted higher forms upon their arrival in Hell. These beings gain the Baatezu, Evil, Extraplanar, and Lawful subtypes as well as the half-fiend template (the energy resistance granted by the Baatezu subtype overrides that granted by the template). They generally
also gain greater teleport (self plus 50 pounds of objects only) as a spell-like ability usable at will. Many of these servants appear as true devils - and for most intents and purposes, they are. In these cases, the natural and special attacks (but not spell-like abilities) of the half-fiend template are replaced with those of the devil they resemble, along with the appropriate natural armor bonus and size modifiers. For instance, a cornugon would have the Stun special attack instead of Smite Good, as well as the bite, claw, and tail damage of a standard cornugon. Such a servant must possess a number of Hit Dice at least equal to the minimum Hit Dice of the type of devil they are to appear as. It should be noted that it is not unheard of for servants to experience a reduction from their original level. Other servants maintain their original appearance or assume a unique one upon receiving this blessing. Some Lords are known to exchange the spell-like abilities of the half-fiend template with equivalent abilities that are more appropriate for the tasks the new devil will be assigned. For instance, Dispater is known to grant such servants wall of iron in place of contagion. Both types of servants advance in Damage Reduction and summoning ability as per the rules for advancing fiends found in Chapter 4.
The Lords of the Nine and their Cults All Lords grant access to the Evil or Law domains. Any other options are detailed in individual listings. Bael: Destruction, Hatred, War. Bael expects military precision in his churches, which are most often found in tyrannical and oppressive kingdoms and empires where they wield significant authority. Dark marshals of Bael tend to serve within the church of Bael as crusaders and templars. The few clerics of Bael are usually vicious, plotting racists that promote hostility against any and all that stand opposed to their ideas as to what is right and wrong. The churches of Bael promote strife and war. When such servants pass into the afterlife, their fate depends on how well they served Bael in life. Those who failed to impress Bael are accursed into lemures and sent to the front lines in the Blood War. The rewards of those who pleased Bael depend upon their level of achievement, but many become honored petitioners (see above). Dispater: Inquisition, Mind, Protection. Dispater’s church, surprisingly, is not especially organized. Most clerics devoted to the Iron Duke are so involved in their own goals that interacting with each other is too much of a bother. Furthermore, they all know that they are often working at odds with each other (none know that in the end only their Lord benefits from the confusion). Minions of Dispater are often found in large towns and small cities where business is flourishing. Whether cleric or mogul, Dispater’s servants promote sloth and unethical behavior in all, particularly among the wealthiest. Some control merchant guilds or serve as advisors in such organizations; others are the heads of or powerful members in thieves’ guilds. Moguls of Dispater have no special relationship with clerics of the Second Perdition, although it is more usual to see a mogul working with a cleric rather than two moguls or two clerics. Upon death, minions of Dispater are taken to the Second Hell. The vast majority are turned into lemures or soul shells
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and made to commit to meaningless toil for at least 99 years. Those lucky few selected by committee after this time frame are promoted as necessary to fill whatever stations are available in Dis. There are a rare few who were so productive in their lives at making others unproductive that they are allowed to keep their mortal forms and abilities as honored petitioners. Such minions serve Dispater or one of his Dukes directly. Mammon: Greed, Trickery. Diabolical churches dedicated to Mammon do not exist in a formal fashion because the members are too greedy to share the wealth. While toll wardens tend to focus on the acquisition of wealth, clerics of Mammon often promote the idea of even ownership for all. Thus, toll wardens and clerics are often at odds with each other. Toll wardens usually control thieves’ guilds while clerics of Mammon usually serve in government roles and wield great power therein. While toll wardens often travel from place to place, clerics are stationary in small to mid-size cities. Upon death, minions of Mammon are taken to Minauros where they are cast out as lemures or soul shells into the city or sold to devils from other Perditions (usually Phlegethos); a few are sold to night hags. This notwithstanding, some minions of Mammon believe that they will prove themselves of enough worth that they will escape such a fate and instead be place in a position in the Third Perdition where they can continue to satisfy their greed for the remainder of eternity. Mammon and his court remain reticent on this matter. Belial: Domination, Fire, Pain. Belial’s minions flourish in large, cosmopolitan cities where the wealthy and perverse are plentiful. They take advantage of those that seek new experiences, offering them intense, terrible sensations. Clerics and dominators have been known to work closely together, with the cleric typically controlling the dominator. While the cleric may pose as an upstanding citizen, the dominator manages brothels, torture chambers, and other areas fit for his calling. While the cleric seeks to denounce acts of perversion, promoting strictures in behavior, the dominator enforces those ideals. Of all the minions of the Lords save Asmodeus and Beelzebub, minions of Belial work most closely with devils, particularly erinyes or kochrachons. Belial’s churches are extremely organized and are often provided cover by brothels and slave trade cartels. Weekly rituals of pain are typical and expected. Those that die dedicated to the Master of Pains and Suffering are cast into Phlegethos where they are guaranteed years of torture as soul shells. Those who prove themselves capable of appreciating their station and the pain they suffered are often promoted into erinyes or kochrachons; the balance are cast into the Lake of Fire and Brimstone and accursed as lemures. Leviathan: Gluttony, Water. Weather. Among the Lords, Leviathan is the least interested in mortal worshippers as he is more interested in netting their souls. Those that serve him find their master capricious and treacherous. As a result there are few clerics and plenty of veils. Clerics of Leviathan often prey upon towns and cities along rivers and coasts and often pursue elaborate plots and schemes to take control of the environment; they are not adverse to making arrangement with seafaring races and monsters. These clerics rarely work with each other as they never trust others of their kind. Conversely, veils of Leviathan can be found anywhere, but particularly in good or neutral dominated places. Like their cleric counterparts, veils seek power, but are
far more subtle and difficult to discover. They often are at odds with minions of Dispater and Mammon as they tend to use thieves’ guilds and mercantile organizations to further their goals. Likewise, they struggle against each other as they compete for their Lord’s favor. Upon death, servants of Leviathan are cast into Stygia where they are usually thrown into the Styx. Those that manage to survive those waters intact are collected by barregons and are never seen again in their mortal forms. What happens to them is unknown, but the Order of the Fly suspects that they are turned into nupperibo and eventually into barregons. Lilith: Destruction, Storm, Weather. Minions of Lilith function under very specific strictures. The Lord of the Sixth requires that all her servants are female or males that have castrated themselves. She also requires that her servants actively seek to cast down gods of nature, creation, or sex. Clerics of Lilith compete with their despoiler allies for control of her churches. Clerics tend to focus on the dark goddess aspect of their matron, focusing their attentions on overthrowing male dominated societies, the ritual sacrifice of children, and the emasculation of males of all sort. They tend to be found in hamlets and towns where they spread their teachings in relative isolation from established power structures. It is not unusual for clerics of Lilith to rule such locations, concealing their acts by masquerading as clerics of a true god. In contrast, despoilers are as likely to have arcane or druidic backgrounds as not. Despoilers tend to focus a great deal more on control over nature. Despoilers are often found in advanced societies that hope to expand and grow. They often work well with others, particularly servants of Dispater and Mammon, and have no qualms about working with each other. They are rarely in obvious positions of authority but tend to wield considerable influence. While they hate men, despoilers do not actively seek to kill them, viewing them as useful in the reordered natural environment they champion for their mistress. Children, however, are killed if the opportunity presents itself. The differences between the clerics and despoilers of Lilith results in the two factions rarely interacting. When they do, there is often a power struggle between the groups. Once dominance is established, it usually remains so long as the despoilers, who are prone to relocation, are in the area. Upon death, the souls of Lilith’s minions are taken to Malbolge where they are often immediately turned into lemures for at least 99 years. Upon the end of that duration, these lemures are often put on a fast track to promotion and granted their old appearances upon becoming erinyes. Most of Lilith’s servants remain erinyes for the duration of their existence, while a few are promoted directly to pit fiend status. Lilith treats her minions relatively well after their deaths. Beelzebub: Nobility, Oracle, Trickery. Minions of Beelzebub consider themselves to be members of an elite group whose powers transcend the boundaries of one plane of existence. Unlike the servants of other Lords (save Asmodeus), those that serve the Lord of the Flies are unified in their activities and all of their pursuits promote a common goal: complete control of the world around them. Clerics of Beelzebub are the leaders of their Lord’s church while infiltrators of Beelzebub are considered church specialists. Minions of the Seventh can be found almost anywhere. There are typically six major hubs or “webs” located in major cities of a given continent or world, the leaders of these webs answering
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to a single powerful cleric located in a major metropolis. This leader in turn answers to a high ranking member of the Order of the Fly (epic leaders answer to Beelzebub himself). Upon death, minions of Beelzebub are “reeducated” in the ways of Hell as lemures in Maladomini. They are often left in this state for a time based upon their successes as mortals. The most successful are typically promoted to osyluths while the least remain lemures for an indeterminate duration. The successful leaders of Beelzebub’s church are always reformed in the forms they had in life, retaining their abilities with the application of the honored petitioner traits. They are usually placed within the Order of the Fly. The greatest of these often rise quickly within Beelzebub’s court… assuming they’re not assassinated. It is generally agreed that Beelzebub takes decent care of his favored minions. Mephistopheles: Cold, Knowledge, Magic. Mephistopheles is close to Leviathan in his disdain for mortal servants. Those who would seek him out are not denied, however, as Mephistopheles knows that some mortals can exhibit some degree of intelligence from time to time. There are very few clerics dedicated to the Eighth as Mephistopheles draws from the mind, not the heart. Such clerics are typically multi-classed wizards (never sorcerers) and do not practice within a unified church. Stoics of Mephistopheles are even more isolated, spending their days seeking out more knowledge and imposing their whims on those less intelligent than they. In either case, both clerics and stoics of Mephistopheles are usually found in large towns or cities that are considered centers of knowledge. They often work closely with unscrupulous types (especially moguls of Dispater) to procure books, scrolls, and magic items to facilitate their research. When they die, minions of Mephistopheles are cast deep into Cania where they are stripped of their knowledge and memories and forced to exist as lemures until they are fortunate enough to be promoted. Of those who discover this truth prior to death, most are smart enough to quickly determine the secrets of lichdom or else create spells to transform themselves into gelugons upon death, the beneficiary gaining honored petitioner traits. Others seek reprieve from this terrible destiny by leading others into Perdition (although it is questionable how well this path works). In any case, some of these former servants are recognized for their initiative in the court of the Eighth with minor titles and/or station. Asmodeus: Destruction, Domination, Knowledge, Trickery. Of all the minions of Perdition, none are as organized, unified, or driven as those that serve Asmodeus. Minions of The Overlord account for over 50% of all minions of Perdition or Lords combined. They are a blight upon any world unfortunate enough to attract their attention. Al though they have no real authority to do so, minions of Asmodeus often seek out and take control of the churches of minions of other Lords, using their greater access to resources to accomplish the task. Warlords of Bael serve as templars and warriors, moguls of Dispater and toll wardens of Mammon ensure the regular intake of coin, dominators of Belial serve as assassins, and stoics of Mephistopheles offer guidance in lost or corrupt knowledge. Cardinals of Asmodeus control the church of The Overlord, while clerics are the rank and file members. The church is very hierarchical and maintains the same titles across the expanses of the Cosmos. While churches of Asmodeus can be found in any civilized area, the epicenter of their authority is usu-
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ally in the capital city of a powerful nation or kingdom. There is always one supreme leader over the church of Asmodeus in a given world; such a one is always a cardinal of Asmodeus and many claim diabolical blood in his or her veins. The churches are extremely wealthy yet very subtle and difficult to detect, often masquerading as merchant guilds or aesthetic sects. Their goal is simple: to corrupt and damn as many as possible into serving the King of Hell. Although they often also seek regional or world domination, they are content to simply damning the most powerful and capable people in their realm of influence. Upon death, successful minions of Asmodeus find themselves as honored petitioners, usually appearing as erinyes or hamatulas. A select few honored petitioners are transformed into unique devils; they gain unique forms of their choosing and are knighted (see Chapter 4). For those who displeased Asmodeus, the reward is eternal damnation as their souls are devoured by their Master. Everything in Hell, particularly the existence of every diabolical being, is strictly regulated. From the moment a new soul arrives in Phlegethos, every aspect of its being is monitored, catalogued, and evaluated. Depending upon a devil’s success and failures, its existence as a slave of Hell may be relatively pleasant or exceptionally excruciating. Eventually, a devil will either learn how to succeed and advance, thereby bringing ever closer the goals of Perdition, or it will be demoted repeatedly until it is eventually cast into the Lake of Fire and Brimstone where it is annihilated utterly, its essence merging with the plane and/or The Overlord, finally achieving some level of success in the end.
The Hierarchy of Hell Demotion of Devils The manner in which devils are demoted is a closely guarded secret. It is known that kocrachons, the torturers considered native to Phlegethos, have the ability to demote devils by slowly and painfully defacing them. It is also known that osyluths can demote devils accused of infractions in the Blood War. Finally, all greater devils – but particularly pit fiends – have the ability to demote lower ranking devil castes. While designated lesser devils are typically granted the right to demote by only one caste, greater devils can demote lesser devils all the way to lemure status and lower ranked greater devils to cornugon status (cornugons are typically demoted to barbazu or squamugon). Whether this process is accomplished by long term ritual, magic, or some kind of mechanical process when done by common devils has not been determined. Of course, the Lords of the Nine suffer no restriction and may demote or promote as they see fit; for them the process is entirely magical. A superior never demotes a subordinate without strong, documented cause for to do so risks the efficiency of Hell’s order. A hasty demotion almost always results in the supervisor suffering demotion and serving under the power of the wrongly accused. Devils may be demoted in form as a punishment. A demotion in form may not result in a reduction in hit dice, but such a devil must not possess more hit dice than allowed by the new form. For instance, a pit fiend with 20 hit dice demoted to cornugon could retain its 20 hit dice, but if the same devil was demoted to lemure it would have to be reduced to at least 6 HD, the maximum
allowed for a lemure. This is not to say that a punished devil is often allowed to retain any additional hit dice. In nearly all circumstances, devils are completely reduced to the base hit dice of the lower form. A devil that suffers energy drain and loses levels that places it below the base hit dice of its form is expected to report to its immediate superior as soon as possible for judgment. Depending on the superior, the devil may be demoted to a lower form appropriate to the level loss or receive magical restoration of the lost level.
Promotion of Devils Just as none beyond Hell know how devils are demoted, so too is the manner in which they are promoted a closely guarded secret. Typically, only pit fiends are granted the right to promote devils, although there have been cases in which gelugons have been accorded such power. Promotions in Hell are significantly rarer than demotion as a promotion not only brings a subordinate closer in status (and threat) to the supervisor, but if the promotion proves to have been a mistake, the promoter may himself be demoted by his own superior. Devils have various methods of advancement. A standard promotion is through the various methods established and executed by the Dark Ministry. Lords of the Nine can circumvent these lengthy procedures and immediately promote a devil to a higher form. In any case, a devil cannot be promoted to a form for which it does not possess the base number of hit dice. Class levels acquired by a devil do not count for this purpose. When a devil is promoted, class levels it may have obtained previously are usually lost. Lords of the Nine may choose to allow the devils they promote to retain some or all of their class levels; the Dark Ministry never allows this for the rank and file. Rank and Recognition “Life” in Hell is almost entirely a military one for most devils. The vast majority of common devils contribute the bulk of their existence to the Blood War. Precision and rules dictate everything a devil does as it pursues the cause of Perdition in the War Eternal while it strives to rise above its peers to achieve the pinnacle of diabolical existence as a pit fiend. Less than one in a million devils ever make it to this lofty achievement. However, even fewer devils ever enter into the arenas of true power in Hell, the Courts of Perdition, where Lawful Evil is at its mightiest in the Cosmos. The nobility and royalty of Hell is deceptively involved within the hazy area below the Courtiers of Perdition. While the description of rank among the Dukes of Hell, arch-devils, and Lords of the Nine was clearly described in Chapter One, there are plenty of lower ranked nobles that serve in various capacities across Perdition. For the most part, these lower ranked nobles will be powerful greater devils (usually pit fiends), powerful Lawful Evil monsters (beholders, blue or green dragons, illithids, or undead), or unique petitioners that continue their service in the afterlife. Scholars have determined that there are nine infernal noble rankings (which would include the Courtiers of Perdition), nine knightly orders, and nine military designations (described in Chapter Six). It is not unusual for some devils to have earned titles from two or even three of these different ranking systems. However, the true power lies within the upper echelons of the nobility and royalty (the Courtiers of Perdition); below that, authority
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is not as clear although some generalities can be assumed as described below. Orders of Infernal Knighthood Common devils that distinguished themselves in service to Hell are sometimes rewarded. Most such devils are pit fiends, although there are known to be a few gelugons, barregons, and cornugons so recognized. There are nine orders; one for each circle (save Stygia) and one for the Blood Warriors. This award is a new addition and replaces the Order of the Crystal Depths, whose members, loyal to Geryon, were slain when Leviathan returned to rulership of Stygia. To date, the Prince has seen no reason to institute a new Order. If he does, it is unclear how the perfect numerology represented below will be affected. The Orders of Infernal Knighthood serve in the lower realms of Hell’s nobility. Such Knights are not part of the Courtiers of Perdition, but they wield considerable authority in the appropriate circles. Although the Orders have traditionally honored devils, there are a fair number of petitioners that have been recognized for their actions in life that promoted Lawful Evil. One may also find a few Lawful Evil monsters as well. Order of the Bleeding Blade – prestigious service in the Blood War. Awarded by the Dark Ministry. There are various lesser orders as well. Order of the Bronze Sword – prestigious service to Avernus. Awarded by Bael. Order of the Iron Shield – prestigious service to Dis. Awarded by Dispater. Order of the Golden Idol – prestigious service to Minauros. Awarded by Mammon. Order of Fiery Ecstasy – prestigious service to Phlegethos. Awarded by Belial/Fierana. Order of Black Lightning – prestigious service to Malbolge. Awarded by Lilith. Order of Perfection – prestigious service to Maladomini. Awarded by Beelzebub. Order of the Glacial Heart – prestigious service to Cania. Awarded by Mephistopheles. Order of the Nine Circles – Highest honor in all Hell short of promotion to the Courtiers of Perdition. Awarded only by The Overlord of Hell. Infernal Royalty and Nobility Nobles of Hell rank above the Knights of Hell, although in many cases, lower ranking nobles are Knights as well. The four lower ranks wield no little power in certain circles. The vast majority of these nobles are pit fiends, although there are a few unique devils that are not quite Dukes of Hell among these ranks as well as Lawful Evil monsters. The upper four ranks are considered the Courtiers of Perdition. These are the true Powers of Hell. Finally, at the top is The Overlord himself, who shares the designation as king and royal with no one. Lesser Nobles Baronet – The least of the nobility and often a recently recognized knight. A baronet must have at least 20 HD. Although the vast majority are pit fiends, there are smatterings of gelugons, barregons, cornugons, minions of Hell, and powerful monsters in this rank. Baron – Barons often administer minor affairs within a Perdition and are better established than baronets, although they cannot technically command them. A baron
must have at least 22 HD. While there are a few gelugons and barregons in this rank, there are no cornugons. Count – Counts typically maintain important cities within a layer not tied to the Blood War (unlike a governor of Hell) or else administer tasks of medium import. Among devils, only pit fiends are found in such stations. There are some minions of Hell and a few fallen angels and monsters. A count has at least 25 HD. Marquis – The marquis is just one step below the cusp of true power in Hell. Often a powerful member in a Dukes court or perhaps even serving directly under a Lord of Perdition, a marquis both glories in and chafes under the scrutiny of its superiors and the threats of its subordinates. A marquis has at least 27 HD. Courtiers of Perdition Duke of Hell – The Dukes of Hell serve directly under a Lord of the Nine. There are 81 Dukes of Hell. Grand Dukes of Hell – Most arch-devils that are part of Hell’s Hierarchy are considered Grand Dukes. While many are nominally independent of any one Perdition and answer directly to The Overlord, they still rank below a Lord of the Nine in overall power while being considered equivalent to the Heirs of Hell. Heirs of Hell – The Prince and Princess of Hell, Lixer and Glasya. Only Asmodeus has the right to declare who are the Heirs of Hell. The Heirs of Hell wield considerable power and authority, partially related to their blood-ties to The Overlord and partly because they have earned it. Like Grand Dukes, they answer directly to The Overlord; however, the Heirs possess slightly greater political authority than the Grand Dukes. Lord-Regents – Technically known as Arch-Dukes, not all Lord-Regents use the sobriquet. Leviathan, for example, refers to himself (and is often referred to as) Prince, and Lilith has been known to use Countess or even Queen. Across the Realities, the Lord-Regents are best known as the Lords of the Nine or the Lords of Perdition. Royalty The Overlord – Asmodeus is referred to as The Overlord, although “king” is also technically correct. There is no greater power in Hell, cosmic, divine, or otherwise, than The Overlord.
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The Powers of Hell and the Mortal Soul Dicefreaks takes the position that the Realms Beyond, or outer planes, embody realities that the mortal world has no business having direct interaction with… At least not until after death. In The Gates of Hell, spiritual wounds and the deadly impact on the mind when using Forbidden Magic, particularly spells to summon Powers of Hell, reflect Dicefreaks’ stance. Devils of all types, like most outsiders, aberrations, elementals, and undead, are beings that are so pure in their “otherness” that to confront them can shatter most mortal minds and souls. For those that wish to have this aspect of the Realities Beyond exemplified in their games, further revealing the threat that Hell and the other Depths Below represent, the use of Sanity rules is heartily recommended. The variant Sanity rule is presented in full detail on pages 194 through 210 of Unearthed Arcana. Dicefreaks advocates the active use of all Sanity rules save the variants on Casting Spells and Learning Spells as described on page 196. Sanity rules offer a greater degree of terror and darkness when used properly in more sophisticated games. Before making use of these rules for The Gates of Hell, it is imperative that readers review the material in Unearthed Arcana for applicability to a given campaign. Although insanity is typically perceived as the dominion of Chaos, both Law and Neutrality can provide the proper stimulation to send a mind reeling into madness. In the D&D game, and in Dicefreaks, insanity is not always the result of natural ailments; in many cases, insanity is the result of malevolent intent on the part of another being or else the victim becoming too deeply immersed in the darkness or Chaos that exists just beyond the fabric of the mortal coil. Those who have seen too much of the evil may find their souls may be irrevocably soiled. Experiencing the inconceivable mercilessness, unbridled hatred, and overwhelming tyranny of Hell is a kind of darkness no mortal should ever be exposed to in any form. Whether it is the slithering, pitiful form of a lemure or the terrible, awe-inspiring appearance of a pit fiend, the reality of Hell is too much for any but true spirits or those who have long since abandoned the traditional tenants of mortality to withstand. However, unlike the presence of Chaotic Evil or Chaotic Neutral, the mortal soul does not recoil in fear or unravel. In Hell, the reverse occurs; those that witness Hell too frequently become shackled to the hatred, tyranny, and oppression of the Nine-Fold Realm. Their souls abdicate their independence and their minds move ever closer to Hell’s Ideal. Encounters with Hell will result in varying degrees of insane reaction. Depending on the nature of a campaign setting, Hell may be very involved with a given world, sending emissaries on a routine basis. In other situations, the reverse may hold sway in which the gods and their servants actively seek to keep Hell at bay. In either event, Hell should be perceived as so otherworldly that humanoids cannot ignore the appearance of even a lemure without some manner of adverse impact. It will ultimately depend upon the DM to determine how and when Sanity checks should be instituted.
When certain denizens of Hell are encountered, it is likely that most humanoid mortals may eventually develop a kind of resistance to some. The following list divides devils into the three common varieties and then into the Courtiers of Perdition. Common Devils: These devils are the most likely to threaten the mortal coil on a regular, personal basis. How adversely the appearance of such creatures is depends on their place in Hell’s Hierarchy. The greater the status, the greater the impact. While some mortals may eventually overcome the appearance of a barbazu, only those that have exceeded the traditional limitations of mortal existence can hope to withstand the presence of the likes of a pit fiend. There are a number of suggestions in using Sanity rules when encountering common devils. One is to base Sanity checks upon the devil’s CR. If an individual devil’s CR exceeds the character levels of four PCs, the encounter warrants the use of Sanity rules. For example, if a cornugon, a CR 16 devil, encounters four 16th level characters, the characters will be able to withstand the overwhelming oppression the devil represents; however, if one 16th level PC encounters the same cornugon by herself, she will be forced to check her Sanity. Since the CR is the determining factor for Sanity checks, it is not necessary to increase Sanity damage for higher HD devils; i.e. a CR 20 and CR 25 pit fiend warp the minds of mortals to the same degree, although the latter pit fiend will have a broader range since its CR is higher. Another recommendation is to not require Sanity checks for any summoned lesser or least devil (greater devils should always constitute Sanity checks). Finally, use common sense. If 13th level characters have encountered cornugons six or so times within a short period, perhaps they have managed to overcome the soul-shattering presence of these beings for a certain time frame, say 1d6 days.
• Least Devils: imp 0/1d4, lemure 1/1d4, spinagon 1/1d4
• Lesser Devils: barbazu 1/1d6, erinyes 1/1d6*, hamatula 1/1d6, hell cat 1/1d8, kocrachon 1/1d8, kyton 1/1d10, malebranche 1/1d10, narzugon 1/1d10, osyluths 1/1d8, squamugon 1/1d6 • Greater Devils: barregon 1d2/1d12, cornugon 1d2/1d10, gelugon 1d3/2d6, pit fiend 1d4/2d8 *Erinyes can select not to allow their presence to warp the souls of mortals in their natural forms as a free action. This helps facilitate their temptation powers.
Unique Devils: For the likes of malefircareim, halffiends, and petitioners, the impact on the mortal mind may or may not be severe. Malefircareim, essentially quasi-gods, will always adversely affect mortals while most half-fiends will not. • Malefircareim deal 2d4/2d10 in Sanity damage. • Half-fiends generally do not deal Sanity damage unless they are encountered under special circumstances that highlight their otherworldly natures. A group of PCs encountering a half-fiend brutally beating another person into submission with its claws or a whip may well constitute a Sanity check as the halffiend reveals its overwhelming need to oppress. Sanity damage in such cases should be based upon the
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half-fiend’s HD. Those between 1st and 6th levels deal 1/1d4; those between 7th and 14th deal 1/1d6; those with 15 and higher levels deal 1d2/1d10. Marquis half-fiends should deal an additional die of Sanity damage (1d4 to 1d6 and so on). For all points and purposes, honored petitioners should be treated as marquis half-fiends.
ier should inflict an additional 1d4 in Sanity damage whenever they attack PCs or PCs’ loved ones/allies. • Dukes of Hell: 1d8/2d10 • Arch-devils: 1d10/2d12 • Lords of the Nine: 3d6/d% (always a minimum of 9)
Courtiers of Perdition: The Courtiers of Perdition should always require Sanity damage when first encountered in their true forms regardless of how often PCs have encountered other Courtiers (for summons, this would be in addition to whatever damage invocants suffered). Thereafter, Sanity threats should be circumstantial and usually based upon further revelation of how terrible these creatures are. Like common devils, they deal damage based upon their CR; however, each Court-
Madness and Hell Those that go insane after too many encounters with Hell tend to suffer very specific ailments. Encountering a Duke of Dis is likely to always result in the same kind of madness that may well be different from that caused by a Duke of Nessus. The following lists are variants to the Short-Term Temporary Insanity Effects, Long Term Temporary Insanity Effects, and Indefinite Insanity.
Table B – 1: Short-Term Temporary Insanity Effects D%
Effect and Associated Perdition if applicable*
01 – 20
Character shows physical hysterics or emotional outburst. Any Perdition
21 – 30
Character has a screaming fit. Any Perdition
31 – 40
Character becomes homicidal, dealing harm to the nearest person as efficiently as possible. Avernus.
41 – 50
Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires). Dis.
51 – 55
Character flees in panic. Minauros
56 – 60
Character gripped by echolalia (doing whatever those nearby say or do). Phlegethos
61 – 65
Character gripped with desire to consume anything belonging to another. Stygia.
66 – 70
Character falls into a stupor (assumes fetal position, oblivious to events around him). Malbolge.
71 – 75
Character has delusions of grandeur. Maladomini.
76 – 80
Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech). Cania.
81 – 90 91 – 100
Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action). Nessus. Roll on Table D – 2: Long-Term Temporary Insanity Effects.
*The associated Perdition applies when the denizen of Hell’s point of origin or master is known. Thus, while an encounter with a Duke of Dis will result in fainting, the presence of an unassociated pit fiend may result in any of these effects.
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Table B – 2: Long-Term Temporary Insanity Effects D%
Effect and Associated Perdition if applicable
1 – 20
Character performs compulsive rituals (washing hands constantly, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on). Any Perdition.
21 – 30
Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature). Avernus.
31 – 39
Character becomes paranoid. Dis.
40 – 49
Character develops an attachment to a “lucky charm” (embraces object or type of object as a safety blanket) and cannot function without it. Minauros.
50 – 59
Character has aberrant sexual desires (typically exhibitionism, nymphomania, or sadomasochism). Phlegethos.
60 – 69
Character has amnesia (memories of intimates usually lost first, Knowledge skills useless). Stygia.
70 – 79
Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs. Malbolge.
80 – 89
Character has delusions of grandeur. Maladomini.
90 – 99
Character loses ability to communicate via speech or writing (and cannot cast spells requiring verbal components). Cania.
100
Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action). Nessus.
Table B – 3: Indefinite Insanity D%
Mental Disorder Type and Associated Perdition if applicable
1 – 20
Other (megalomania, impulse control)
21 – 30
Schizophrenic (psychotic). Avernus.
31 – 39
Anxiety (includes severe phobias). Dis.
40 – 49
Eating. Minauros.
50 – 59
Psychosexual. Phlegethos.
60 – 69
Dissociative (amnesia). Stygia.
70 – 79
Somatoform (night terrors). Malbolge.
80 – 89
Schizophrenic (delusions). Maladomini.
90 – 99
Mood (manic/depressive). Cania.
100
Personality (compulsive, histrionic, narcissistic). Nessus
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Since its original publication in 2002, third edition Deities and Demigods by Wizards of the Coast has been a controversial text. A great deal of discussion revolved around the fact that this book preceded the Epic Level Handbook by about three months. It was revealed that although there was some degree of intertextual relationship between the two books, divine and epic mechanics did not truly meld together well. Although gods as presented in Deities and Demigods were extremely powerful, not a single one progressed beyond 20th level in any one class, had access to epic feats, or could cast epic spells. Elements as mundane as damage reduction and spell resistance for gods were sorely out of balance with the same elements held by the higher tier epic monsters. On the other hand, there were some glaring balance issues within Deities and Demigods. Some salient divine abilities, like Alter Reality and Annihilating Strike, were too powerful given the manner in which the rules were presented. An example often raised was why Corellon Larethian had not destroyed Gruumsh during their fateful battle that resulted in the orc god losing his eye; Corellon, with his Annihilating Strike, probably should have destroyed Gruumsh at some point during their conflict. Some of the salient divine abilities were so incredible as to completely eliminate any opportunity for mortal interaction with the gods. A god with Divine Splendor could instantly destroy any being with no divine ranks, no saving throw. Furthermore, it was a bit odd to see that Boccob, a god of magic, could swing a staff as well as a 60th level fighter and that Kord, a god of martial strength, could cast spells much like a 60th level wizard. In creating cosmic entities, Dicefreaks came to realize that the gods needed to be overhauled. Even without cosmic entities in a campaign, the gods as written in Deities and Demigods do not take advantage of epic mechanics to their fullest and are not in balance with each other. After hours spent collaborating and writing, Dicefreaks came up with some variant deity rules compatible not only with Deities and Demigods, but also with our rules for cosmic entities. These rules meld a lot of mechanical issues between divine and epic rules, as well as insert some changes for how gods are designed. Gone are base outsider hit dice and in are straight class progressions. Gone are no saves for salient divine abilities and sweeping magical abilities, in are revised Annihilating Strikes and Alter Reality. We hope that these adjustments fit into your game seamlessly. We have found that these adjustments do nothing to diminish the gods and only enhance their individuality and the ability for epic level characters to interact with them.
Hit Dice. Instead, follow the guidelines laid out below. Before assigning Hit Dice to a deity, determine the race that will be used as the base creature. Most deities that aren’t part of a racial pantheon are built as humans. If the base creature is of a type that normally possesses racial Hit Dice, round the normal total up to the nearest five, and then you may begin adding class levels. Otherwise, the deity should be built entirely from class levels. When converting a previously published deity, her total Hit Dice should remain the same unless they conflict with the range listed on Table C – 1. Newly created deities should almost always follow these guidelines. The primary exception is a deity that has lost divine ranks in the past. In this case, she will generally not drop in Hit Dice, and so her total HD may be higher than the norm for her new tier. Table C-1—Deity Hit Dice Guidelines Divine Rank
True Deities
Ascended Deities
1-5
45-50 levels
40-45 levels
6-10
50-55 levels
45-50 levels
11-15
55-60 levels
50-55 levels
16-20
60-65 levels
55-60 levels
18-20 (supreme)
65-70 levels
60-65 levels
Ability Score Generation Dicefreaks advocates two methods for generating the ability scores of deities, presented below. Remember that deities are different from cosmic entities and do not generate ability scores in the same way. Dice-Roll: Roll 6d6 six times, discarding the lowest die each time. Arrange as desired, adding a +5 Inherent bonus to each ability score, and 1 point per four class levels as desired. Apply racial modifiers (if any), and then distribute the divine bonus listed on the table as desired. Point-Buy: All abilities start at 0. Take the number of points indicated on the table, and allocate them as desired, increasing ability scores on a 1-for-1 basis. Then add 1 point per four class levels as desired, and apply racial modifiers (if any). Table C-2—Deity Ability Score Generation Dice Roll
Point-Buy
1-5
+30
160 + DvR
6-10
+45
180 + DvR
Assigning Hit Dice
11-15
+60
200 + DvR
The original deities presented within Deities and Demigods assumed that almost all deities possessed 20 outsider Hit Dice, with class levels added to make total Hit Dice of about 60. Such an approach was problematic in many ways. For example, magic-oriented gods had excellent martial skills, almost on par with the martial gods. To prevent this blanket approach to building a god, deities should generally not be created with any outsider
16-20
+75
22 + DvR
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Divine Rank
Note: If either method produces scores that are too high or too low to properly represent the deity, increasing or reducing some ability scores may be required. Compare the ability scores to those of existing deities. When converting a previously published deity, the total ability scores can usually be left roughly the same, but may be redistributed to better match the deity’s na-
ture (i.e. more Intelligence and less Strength for a wizard god).
Ability Score Limits In the Dicefreaks Cosmology, strict limits are imposed on the maximum possible ability scores for mortals and immortals alike. Base physical ability scores are capped at 70 points (and typically should be no higher than 55) for a Medium creature. Creatures of other sizes apply their size modifiers normally (so a Large deity may have more than 70 Strength). Base mental ability scores are capped at 60 points (and typically should be no higher than 40) regardless of size. In practice, few if any deities will reach these caps— even greater deities tend to fall a few points short. A creature possessing a maximum ability score should be a perfect representation of that ability and at the height of her power. While Kord, a god of strength, does represent strength very well, he is an intermediate deity, and so his Strength score must leave room for a greater deity of strength to surpass him. Even Boccob, one of the Cosmos' ultimate scholars, need not quite hit the Intelligence ceiling—a theoretical higher-ranked deity of a similar portfolio might surpass him.
Divine Ranks Each deity has a divine rank. A deity’s divine rank determines how much divine power the entity has. Rank 0: Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether. Rank 1–5: These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to the portfolio. Rank 6–10: Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned. Rank 11–15: These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities. Rank 16–20: Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners. Rank 21+: These entities are beyond the ken of mor-
tals and care nothing for worshipers. They do not grant spells, do not answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the Mortal Coil, and the most powerful entities of the planes. They are called overpowers. For most intents and purposes, overpowers are effectively omnipotent. In some pantheistic systems, the consent of an overpower is required to become a deity.
Divine Characteristics Most deities are creatures of the outsider type, save for ascended undead creatures (which remain undead). A chaotic, evil, good, or lawful deity will possess all the appropriate alignment subtypes. A deity will also possess any subtypes of the base creature, and when encountered on the Mortal Coil most deities will possess the extraplanar subtype as well (unless that is where the deity’s divine realm is located). Unlike other outsiders, deities do not automatically receive darkvision. Exact physical characteristics vary from deity to deity. A deity’s outsider type, racial HD, and class or classes determine her weapon proficiencies, feats, and skills. She uses the epic attack and saving throw progressions as appropriate. A deity also has some or all of the following additional qualities, depending on her divine rank. Hit Points: A deity always has maximum hit points. Speed: Deities can move much more quickly than mortals. A deity’s base land speed depends on her current form (biped or quadruped) and size, as shown below. Some deities are exceptions, with speeds faster or slower than the norm.
Size
Table C-3—Deity Speeds Biped* Quadruped**
Fine
20 ft.
60 ft.
Diminutive
30 ft.
70 ft.
Tiny
40 ft.
80 ft.
Small
50 ft.
90 ft.
Medium
60 ft.
100 ft.
Large
80 ft.
120 ft.
Huge
100 ft.
140 ft.
Gargantuan
120 ft.
160 ft.
Colossal
140 ft.
180 ft.
*Or any form with two or fewer legs. **Or any form with three or more legs.
Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds for all deities capable of flying. Armor Class: A field of divine energy encompasses a deity’s body, granting her a divine Armor Class bonus equal to her divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks.
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A deity also receives a Natural Armor bonus to armor class equal to 15 + her divine rank, and a deflection bonus to AC equal to her Charisma bonus (if any). Many deities have other Armor Class bonuses as noted in their individual descriptions. Attacks: A deity’s Hit Dice and type and character level determine her base attack bonus. In addition to the figures for weapon attacks, this section of the statistics block also includes melee touch attack and ranged touch attack bonuses, to be used when the deity casts a spell or uses a spell-like ability that requires a touch attack to affect her target. A deity gets her divine rank as a divine bonus on all attack rolls. Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction. They are also considered to be epic weapons. Special Abilities: A deity retains all the special abilities of the base creature and also gains the following special abilities. Alter Reality (Su): Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways. Demigods and lesser deities can use limited wish with regard to their portfolios, and deities of higher rank can use wish likewise. This ability costs the deity no XP, and requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity’s sphere of influence. Whether the deity has access to wish or limited wish as part of alter reality, a strict interpretation of what is and what is not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in each deity’s description. Note that in a situation where two deities both try to alter reality in opposition to each other, an opposed rank check may be necessary to determine the resulting reality. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not. Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use alter reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell. As a swift action, demigods can assume any size from Tiny to Huge. A demigod also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity’s weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on the deity’s combat ability. The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity’s Strength score can never be
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reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities’ characteristics. Demigods and lesser deities can select the Alter Size salient divine ability (see Salient Divine Abilities, below), to remove some of the restrictions placed upon them. Domains: Demigods receive three domains, lesser deities receive four, intermediate five, and greater six. A deity of any rank may take the Extra Domain salient divine ability (see Salient Divine Abilities, below). A deity with fewer domains than his rank would entitle him to may make up the difference with bonus salient divine abilities. Domain Powers: A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to her divine rank for this purpose. Familiar: A deity of rank 1 or higher with sorcerer or wizard levels has the ability to treat any creature of a given kind as her familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another as an immediate action, as long as the second creature is within range. This special familiar ability does not replace her ability to have a normal familiar, which could be any kind of eligible creature. Salient Divine Abilities: Every deity of rank 1 or higher has at least one additional power, called a salient divine ability, per divine rank (see Salient Divine Abilities, below). Spontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it. Spell-Like Abilities: A deity can use any domain spell she can grant as a spell-like ability at will. Her effective caster level for such abilities is equal to her HD + her divine rank. The saving throw DC for such abilities is 20 + the spell’s level + her Charisma modifier + her divine rank. Travel: A deity of rank 1 or higher can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can transport only herself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can only transport herself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany her in any mode of travel if she touches it. The creature’s weight counts against the total weight limit. Special Qualities: A deity retains the base creature’s special qualities, and gains the following: Damage Reduction: A deity has damage reduction as shown below.
Table C-4—Deity Damage Reduction Divine Rank 0
Table C-5—Divine Aura Size by Divine Rank
Damage Reduction
Divine Rank
Divine Aura Size
20/epic
1-5
10 ft./rank
1-5
25/epic and material*
6-10
100 ft./rank
6-10
30/epic and material*
11-15
1,000 ft./rank
11-15
35/epic and material*
16-20
1 mile/rank
16-20
40/epic and material*
*Select a standard material such as adamantine, mithral, cold iron, steel, wood or silver.
If the deity also has damage reduction from another source, it does not stack with her divine damage reduction. Instead, she gets the benefit of the best damage reduction in a given situation. Whenever a deity has a second kind of damage reduction that might apply to an attack, that damage reduction is listed in parentheses after the damage reduction entry in the deity’s statistics block. See Salient Divine Abilities (below) for additional ways to complement a deity's damage reduction. Damage reduction cannot be ignored by means of a successful opposed rank check. Divine Aura (Ex): The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, her aura power effectively becomes nonfunctional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. A deities divine aura can extend as far as described on the table below. The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until she dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The deity can choose from the following effects each round as a free action. Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions. Fright: Affected beings become shaken and suffer a – 2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. Resolve: The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while her foes receive a –4 morale penalty on attack rolls, saves, and checks. All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 + the deity’s rank + the deity’s Charisma modifier. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity’s aura becomes immune to that aura power for one day.
Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. A deity does not age, and she does not need to eat, sleep, or breathe. Deities of rank 1 or higher are not subject to death from massive damage. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. She risks permanent destruction if slain on her home plane and if the attacker succeeds in a rank check. Otherwise, the deity reforms within her divine realm after one year per hit die. See The Gates of Hell: Chapter 4 for more information. Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects). Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity). Resistances: A deity has a resistance of 20 + her divine rank to one energy type (acid, cold, electricity, fire, or sonic) regardless of the attacker. Individual deities may have additional resistances. Spell Resistance: A deity has spell resistance equal to 32 + 1/2 HD + her divine rank. Saving Throws: A deity’s Hit Dice and character levels determine her base saving throw bonuses. She gains a bonus equal to her divine rank as a divine bonus on all saving throws. Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks, caster level checks, and turning checks. When making a rank check against another deity or a cosmic entity, a deity (or cosmic entity) adds her divine rank as well as a +4 strata bonus for every divine strata which she is higher than her opponent. The different strata are quasideity, demigod, lesser deity, intermediate deity, greater deity, and overdeity. For example, if a rank 9 lesser deity and a rank 12 intermediate deity were to make opposed rank checks, the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+16 (base 12 + 4 strata bonus). If a rank 18 greater deity were to make a check
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against a rank 5 demigod, the greater deity would roll 1d20+30 (base 18 + 12 strata bonus) and the demigod would roll 1d20+5 (base 5). Intermediate and greater deities do not maximize rank check rolls. Challenge Rating: A deity’s challenge rating is equal to that of the base creature plus the appropriate modifier from the list below. The base creature will generally have +1 CR for every class level until 20th level, and +1 CR for every two class levels thereafter. Add the various fractions together before rounding them up. Note that this number may be adjusted slightly up or down based on the deity’s selection of Salient Divine Abilities. Table C-6—Increase to Challenge Rating by Divine Rank Divine Rank 0
Challenge Rating Increase +3
1-5
4 + 1/4 DvR + 1/6 SDAs
6-10
4 + 1/4 DvR + 1/3 SDAs
11-15
4 + 1/4 DvR + 1/2 SDAs
16-20
4 + 1/4 DvR + 2/3 SDAs
Possessions: Deities do not lack for powerful magic items. Indeed, it is common for a deity to have a sturdy weapon at her side, and many are protected by powerful armor. A deity’s weapon is limited in total bonus to +6 + her divine rank, and may have an enhancement bonus no higher than +10. A deity’s armor and shield follow these same rules, though there are fewer enchantments available to armor than to weapons. A deity with two signature weapons, such as one who fights with an axe and hammer at the same time, have a maximum total bonus of +5 + divine rank for each weapon. A deity’s secondary weapons are limited to one half of the maximum enchantment. Demigods may have 1 secondary weapon, lesser deities 2, intermediate deities 3, and greater deities 5. A deity may eliminate 1 piece of her entitled equipment (such as a shield) and add +1 to the maximum bonus of a piece of her equipment that she still possesses. Secondary weapons are not considered entitled equipment for this purpose.
Other Divine Powers Deities of rank 1 or higher do not automatically fail on a natural attack roll or saving throw roll of 1. Lesser and more powerful deities (rank 6–20) may take 10 on any check, provided they need to make a check at all. Greater deities (rank 16–20) may take 10 on any d20 rolls they make. Automatic Actions: When acting within her portfolio, a deity can perform any action as an immediate action, as long as the check DC is equal to or less than the number on the table below. The number of swift actions a deity can perform each round is also determined by her divine rank. She is, however, still limited to one swift
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action spell per round (unless one of her abilities states otherwise). Table C-7—Deity Swift Actions Divine Rank
Maximum DC for Action
Swift Actions Per Round
1-5
15
2
6-10
20
5
11-15
25
10
16-20
30
20
Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank. Remote Communication: As a standard action, the deity can send a communication to a remote location. She can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of her choosing (but not an object or locale dedicated to another deity of equal or higher rank). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until she decides to end the communication. A deity can carry on as many remote communications at one time as she can remotely sense (see Remote Sensing, below). Create Items: A deity of rank 1 or higher can create magic items related to her portfolio without any requisite item creation feat, provided that she possesses all other prerequisites for the item. The maximum item value a deity can create is a function of her divine rank (see the table below). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item. Table C-8—Maximum Market Price for “Create Items” By Divine Rank Divine Rank
Maximum Market Price
1-5
4,500gp
6-10
30,000gp
11-15
200,000gp (any non-epic item)
16-20
No maximum (including artifacts)
If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold and XP) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved. While no limits are provided for the items a greater deity can create, a DM may wish to impose some limits to retain game balance (such as a magic sword being
limited to a +10 attack/damage enhancement, or a headband of epic intellect being limited to a +12 enhancement bonus). As a standard action, a deity of rank 6 or higher may also create nonmagical objects. She can create a temporary, nonmagical equivalent of any object of which she can craft a magical version (see above). Such objects last for one day per divine rank. Grant Spells: A deity automatically grants spells and domain powers to mortal divine spellcasters who pray to her. All deities can grant spells from the cleric spell list, unless they possess an alignment descriptor opposed to the deity’s own alignment. Demigods can grant spells from three domains, lesser deities from four, intermediate deities from five, and greater deities from six. A deity can gain the Extra Domain salient divine ability (see Salient Divine Abilities, below) to increase this number. Some deities can grant additional spells based on their selection of domains. A deity can grant spells to the following classes if she possesses at least one of the listed domains or levels in the appropriate class. If a deity possesses the Magic domain, she can grant spells to members of any divine spellcasting class.
limited to the senses she possesses. A deity cannot see through solid objects without using her remote sensing ability or some sort of x-ray vision power. Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of her worshipers, holy sites, or other objects or locales sacred to her. This supernatural effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to her portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend her senses to two or more remote locations at once (depending on her divine rank) and still sense what’s going on nearby. Table C-10—Remote Locations by Divine Rank
Table C-9—Spell Lists and Associated Domains Required Domains
Spell List
Animal, Plant, any elemental domain
Druid, Ranger
Evil
Blackguard
Law, Good
Paladin
(Determined by the DM)
Other Prestige Classes
A deity can withhold spells from any particular mortal at will; once a spell has been granted, however, it remains in the mortal’s mind until expended. Portfolio: Every deity of rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. Her connection to her portfolio gives her a number of powers. Portfolio Sense: Demigods have a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people. The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past for every divine rank they have. Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past and one week into the future for every divine rank they have. When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it. Senses: Deities of rank 1 or higher have incredibly sensitive perception. Such a deity’s senses (including darkvision and low-light vision, she has them) extend out to a radius of one mile per divine rank. Perception is
Divine Rank
Remote Locations
1-5
2
6-10
5
11-15
10
16-20
20
Once a deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until the location is blocked somehow. Block Sensing: As a standard action, a deity of rank 1 or higher can block the sensing ability of other deities of her rank or lower. This power extends for a radius of one mile per rank of the deity, or within the same distance around a temple or other locale sacred to her, or the same distance around a portfolio-related event. The deity can block two remote locations at once, plus the area within one mile of herself. The blockage lasts 1 hour per divine rank.
Avatars Deities of rank 6 or higher may create avatars. An avatar serves as a deity’s alter ego, effectively allowing her to be in two or more places at the same time. An avatar is an extension of a deity: she senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the deity is sensing and communicating. A lesser deity can have up to five avatars at once, an intermediate deity can have up to ten, and a greater deity can have up to twenty avatars. It takes a deity one year to create an avatar or replace a destroyed avatar. The process does not require any special effort on the deity’s part. An avatar must be created in the deity’s own realm. If the deity has the Divine Creation salient divine ability, she can use it to create a new avatar anywhere. However, the deity must rest afterward as noted in the Divine Creation ability description. An avatar is a less powerful version of a deity, created by modifying the deity’s statistics, which has the follow-
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ing characteristics. It is typically a divine rank 0 entity of the same type and subtypes as its deity, possessing half of the deity’s class levels (the deity chooses which levels to grant) and all of her racial Hit Dice. An avatar uses all of this base creature’s statistics and special abilities except as noted here. Special Abilities: An avatar gains all of the following special abilities. Domain Powers: An avatar can use any domain power its deity grants three times per day (if the power normally can be used more often than that, it gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), an avatar with no cleric levels has an effective cleric level equal to her deity’s divine rank for this purpose. Salient Divine Abilities: An avatar has salient divine abilities according to its divine tier (2 for lesser deities, 3 for intermediate, and 5 for greater). The deity chooses which of her abilities the avatar has when creating the avatar, but can only grant abilities that she could qualify for if she had five fewer ranks. The avatar uses its own divine rank (0) to determine all effects based upon rank. An avatar cannot have the Possess Mortal salient divine ability. Spontaneous Casting: An avatar who has levels in a divine spellcasting class can spontaneously cast any spell its deity can grant. Spell-like Abilities: At will—greater teleport and planeshift. In addition, an avatar can use any domain spell its deity can grant as a spell-like ability three times per day. The avatar’s effective caster level for such abilities is equal to its HD. The saving throw DC for such abilities is 10 + the spell level + the avatar’s Charisma modifier. Special Qualities: An avatar gains all of the following special qualities: Divine Aura: An avatar possesses a divine aura, but its radius is always 10 feet per rank of its deity. Abilities: An avatar has the same base ability scores as its deity, but suffers a total reduction in ability scores equal to 20 + the deity’s rank. This reduction is divided evenly among its ability scores (except in cases where doing so would reduce an ability score below 10). Its ability scores after the reduction typically have the same relative values as before. Feats: By character class and/or HD, but the avatar cannot possess feats that its deity does not. Challenge Rating: As quasi-deity + 3. Alignment: As deity. Advancement: —
Proxies Deities of rank 1 or higher may empower mortal worshippers to act as proxies. A divine proxy speaks and acts on behalf of her deity, and is invested with a mote of the deity’s vast divine power. The minion to so be empowered must physically be present before the deity (or one of her avatars). Most often the minion is a powerful servant in her own right, such as a trusted cleric or paladin. A deity may possess a number of proxies equal to her divine rank with no ill-effects. If the deity exceeds this number, she receives one negative virtual divine rank. The negative rank remains as long as the deity exceeds her normal limit and disappears when the excess proxies
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are eliminated. This negative rank never results in actual loss of divine rank, but it cannot be overcome in any way while the deity possesses excess proxies. This penalty increases to two negative ranks if the deity has more proxies than double her divine rank, to three negative ranks if she has more than three times her divine rank, etc. A deity with negative virtual divine ranks does not lose any abilities or powers, but functions as a deity of her new (lower) rank for the purpose of resolving all abilities and checks. A Proxy may be any Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider (only those with the "Native" subtype), Plant, or Undead with an Intelligence score of at least 3 and the deity as a patron (referred to hereafter as the character). A proxy uses all the character’s statistics and special abilities except as noted here. Armor Class: A proxy gains a deflection bonus to her AC equal to her Charisma modifier (if positive). Special Attacks: A proxy retains all the special attacks of the character and gains the following special attacks. Divine Mandate (Su): A proxy can use any domain power her deity grants. If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to one half of her HD. If the proxy is a cleric already, she may use her total HD to calculate the effects. Salient Divine Ability (Su): A proxy is granted a Salient Divine Ability that she qualifies for (ignoring any divine rank prerequisites), of the deity’s choosing. The deity must have the same ability she grants her proxy. If any effect of the salient divine ability is calculated using divine rank, the proxy uses her deity’s divine rank to determine the power of the effect. Spell-Like Abilities (Sp): A proxy gains the ability to use greater teleport and planeshift at will, but may only planeshift between her home plane and the realm of her patron. In addition, the proxy gains the ability to use all of the spells granted by her deity’s domains as spell-like abilities once per day. If a spell forms part of more than one of a deity’s domains, the proxy may still only use it once per day. The proxy casts these spells as a cleric of her level or HD (DC 10 + the spell’s level + the Proxy’s Charisma modifier). Special Qualities: A proxy has all the special qualities of the base creature, plus the following special qualities. • Immunity to four attacks or conditions chosen by the deity, typically pertaining to the deity’s portfolio. Common choices are aging, ability damage, death effects, and energy drain. A deity whose divine rank exceeds the divine rank of the proxy’s deity ignores these immunities. • Damage reduction 10/epic. If the proxy already possesses damage reduction, use whichever is better. • A proxy’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. • Spell resistance equal to 10 + the proxy’s HD. If the proxy already possesses spell resistance, use whichever is higher. Saves: A proxy gains her charisma modifier (if positive) as a Divine bonus to her saving throws. This stacks with any similar bonus the proxy may have (such as from a paladin’s divine grace or a blackguard’s dark
blessing). Abilities: A proxy gains a number of bonus ability points equal to twice the deity’s divine rank, which are assigned by the deity (not the proxy). Challenge Rating: As base creature + 4.
Godly Realm Each deity of rank 1 or higher has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A deity is at her most powerful within her godly realm. She has at least modest control over the environment within her realm, controlling the temperature and minor elements of the environment. The radius of this control is a function of the deity’s rank and whether the realm is located on an Outer Plane or some other plane (including the Material Plane), as shown below: Table C-11—Godly Realm Radius of Control Divine Rank
Radius of Control Outer Plane Material Plane
1-5
100 ft./rank
100 ft./rank
6-10
1 mile/rank
100 ft./rank
11-15
10 miles/rank
100 ft./rank
16-20
100 miles/rank
100 ft./rank
Within this area, the deity can set any temperature that is normal for the plane where the realm is located (for the Material Plane, any temperature from –20ºF to 120ºF), and fill the area with scents and sounds as she sees fit. Sounds can be no louder than one hundred humans could make, but not intelligible speech or harmful sound. The deity’s ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible speech. A demigod or lesser deity can erect buildings and alter the landscape, but must do so through her own labor, through magic, or through her divine powers. A deity of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane. Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm. The deity can designate certain locales within the realm where astral links remain intact. Likewise, she can block off the realm from planar portals or designate locations where portals are possible. A deity of rank 11 or higher can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots. Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm. The impeded magic trait doesn’t affect the deity’s spells and spell-like abilities. In addition, a deity of rank 11 or higher can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of her control over the realm. A greater deity (rank 16 or higher) also can perform any one of the following acts:
• Change or apply a gravity trait within the realm. • Change or apply an elemental or energy trait within the realm. • Change or apply a time trait within the realm. • Apply the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The deity’s own spells and spell-like abilities are not limited by these restrictions. Once a deity sets the conditions in her realm, they are permanent, though she can change them at a later time. As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, she must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action she desires, so long as she remains within her realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete. Note that where a divine or cosmic ability is used to attempt to change conditions of a godly realm from those set by the governing deity, an opposed rank check determines the success of failure of the divine or cosmic ability. In such a case, the “defending” deity gains a +8 bonus on the opposed rank check, signifying the great control that the deity has over its own realm. For example, if Vhanthermis, a divine rank 15 god, were to attempt to use Alter Reality to temporarily show mercy to a soul bathed in the Lake of Fire and Brimstone, by removing the fire damage from the very essence of Belial’s realm, he would find that Belial’s check would be increased by 8 from normal, as if the Lord of the Fourth were two strata higher in power.
Salient Divine Abilities A salient divine ability is like a feat—it gives a deity a new capability or improves one that she already has. A deity has one salient divine ability for each of her divine ranks, plus additional salient divine abilities reflecting its status: demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five. Some salient divine abilities have prerequisites. Usually, the deity must have all the listed prerequisites to have the ability. A divine rank of 1 is a prerequisite for all salient divine abilities. The most common salient divine abilities are described here, but these are by no means the only ones possible. Most deities have at least one or two unique salient divine abilities, which are explained in their descriptions. Some deities have many more than that, depending on how unusual their portfolios are. When a salient divine ability allows a saving throw, the kind of save is noted in the descriptive text. Most saving throws have DCs of 20 + the deity’s relevant ability modifier + the deity’s divine rank. The actual DC is listed in the deity’s description. Using Salient Divine Abilities: Using a salient divine ability is a standard action unless otherwise noted in the ability description. Using a salient divine ability does not provoke an attack of opportunity. Salient Divine Abilities and Antimagic: A salient divine ability functions normally within an antimagic
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qualifies.
field, and is never subject to spell resistance.
Types of Salient Divine Abilities Salient divine abilities can be divided into several subgroups, detailed below. Unique salient divine abilities can fall into any category. General Abilities: General abilities have no special rules that govern them as a group. They might enhance existing abilities, grant new abilities, or even grant a number of epic or non-epic feats. Divine Class Features: Divine class abilities are designed to grant epic skill in a particular class. They typically consist of four to six bonus epic feats and similarly-powered abilities. They may grant more or less than this, depending on how powerful the feats are. Divine Powers: Divine power abilities either grant unique powers to a deity or enhance divine traits she already possesses. The powers granted by these salient divine abilities are typically unavailable from any other source, and are often akin to racial traits. Domain Abilities: Domain abilities are similar to divine power abilities, but they grant a group of powers based on the deity’s portfolio. These abilities can be great or small, but they allow a deity to better exemplify her principle portfolio element.
Descriptions Here is the format for salient divine ability descriptions. ABILITY NAME Prerequisite: A minimum divine rank, minimum ability score, another salient divine ability, a minimum base attack bonus, a feat, a skill, or some other condition that a deity must have in order to acquire this salient divine ability. This entry is absent if a salient divine ability has no prerequisites. An ability may have more than one prerequisite. All salient divine abilities have a minimum prerequisite of divine rank 1. Quasi-deities (rank 0) have no salient divine abilities. Benefit: What the ability enables the deity to do. If a deity has the same ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a salient divine ability twice is the same as having it once. Special: Additional facts about the ability that may be helpful when using the ability in play. Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting deity can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the deity can only take either a standard or move action each round, and suffers a –6 penalty on all attack rolls, saves, and checks. She cannot use another ability that requires rest until her current rest requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the required rest time. Suggested Portfolio Elements: This entry gives one or more portfolio elements that are associated with the salient divine ability in question. A deity should not have more than a few abilities that fall outside of her portfolio. When “supreme” is listed as a portfolio element, any deity counted among the most powerful in her pantheon
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ALTER FORM The deity can make minor changes to her appearance and form. This is an extraordinary ability. Benefit: As a move-equivalent action, the deity can alter her form, including clothing and equipment. The assumed form must be corporeal. Her body can undergo a limited physical transmutation, including adding or subtracting one or two limbs. If the form selected has wings, the deity can fly. Likewise, she can swim if the form has fins, breathe water if the form has gills, and so on. The deity can remain in the altered form indefinitely, but resumes her own form if slain. Notes: The deity’s attack bonus, Armor Class, and saves do not change. She does not gain any of the assumed form’s special abilities, attack forms, defenses, ability scores, or mannerisms. The deity can change physical qualities (such as hair color, hair texture, skin color, and gender). She can use this ability to create disguises, gaining a bonus of +10 on its Disguise checks. She can use her Alter Size ability simultaneously with this one to become taller, shorter, thinner, or heavier. Suggested Portfolio Elements: Nature, secrets, thieves. ALTER SIZE The deity’s ability to change size increases. Benefit: The deity gains the ability to alter size as a greater deity, regardless of her rank. Suggested Portfolio Elements: Any. ANNIHILATING STRIKE Prerequisites: Divine rank 11, base attack bonus +20, Str 25+ Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck may be obliterated. Creatures, attended objects, and magic items must make Fort saves (DC 10+ Str modifier + divine rank) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted. Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. This ability has no effects on objects or effects that are not subject to physical attacks, such as walls of force. Suggested Portfolio Elements: Death, justice, vengeance, war. ARCANE MASTERY The deity can prepare arcane spells without consulting a spellbook. Prerequisites: Spellcaster level 1st, Int 29, Spell Mastery. Benefit: The deity can prepare any arcane spell that she can cast without using a spellbook. This includes all spells on the appropriate spell list as well as nonstandard spells created according to the spell creation guidelines in the DUNGEON MASTER'S GUIDE and other rulebooks. Note: A deity with this ability must still research epic spells normally before casting them. Suggested Portfolio Elements: Knowledge, magic.
AREA DIVINE SHIELD The deity can channel part of her personal energy into a barrier that protects against almost any attack. Prerequisites: Divine rank 6, Cha 29, Divine Shield. Benefit: Except where noted here, this ability works like the Divine Shield ability. The deity produces a transparent barrier whose area is up to one 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within her line of sight. The deity can place the barrier so that it is mobile with respect to some unattended object or willing creature. The barrier can be adjusted to ignore certain types of damage, just as a divine shield can. If the deity makes the shield mobile with respect to a willing creature, the deity also can make the barrier one-way with respect to the creature and its allies, allowing them to attack through the shield and still use its protection. Notes: The deity can shape the shield around herself or around a willing creature so that it is skintight, which prevents the subject from being touched. Suggested Portfolio Elements: Mercy, protection. AUTOMATIC METAMAGIC The deity can apply a particular metamagic feat to spells she can cast or to her spell-like abilities with no spell slot adjustment. Prerequisite: Spellcaster level 1st. Benefit: The deity chooses one non-epic metamagic feat. As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot. Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that depend on making the spell’s level higher, such as Heighten Spell, do not work with this ability. A deity can have this ability multiple times, choosing a metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time. Suggested Portfolio Elements: Knowledge, magic. BANESTRIKE Any weapon the deity wields works better against one type of foe. Prerequisite: Base attack bonus +20. Benefit: Any weapon the deity wields gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against the designated foe. The bonus and extra damage stack with any other properties the weapon has. Notes: The deity selects one kind of enemy from the list below. • Aberrations • Animals • Constructs • Dragons • Elementals • Fey • Giants • Humanoids (choose one subtype) • Monstrous humanoids • Oozes • Outsiders, chaotic • Outsiders, evil
• • • • •
Outsiders, good Outsiders, lawful Plants Undead Vermin
The ability functions only when the deity personally attacks with a melee weapon or ranged weapon. She can apply the Banestrike ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, choosing a different kind of foe each time. She can imbue only one bane special ability to a weapon at a time and can change among them as a swift action. Suggested Portfolio Elements: Death, justice, vengeance, war. BATTLESENSE The deity is nearly impossible to surprise, flank, or catch flat-footed. Benefit: The deity cannot be surprised or flanked except by a deity or cosmic entity that succeeds on an opposed rank check. The deity retains her Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities or cosmic entities that succeed on an opposed rank check. Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces it. Suggested Portfolio Elements: War. CALL CREATURES The deity can bring creatures to serve and aid her. Benefit: The deity can call some kind of creature as noted in her description. Each creature called can have no more Hit Dice than the deity has divine ranks, and the deity cannot have more creatures serving her at any given time than she has ranks. The creatures are transported to the deity’s presence through an interdimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell. Notes: A deity can have this ability multiple times, choosing a different kind of creature each time. Suggested Portfolio Elements: Any. CLEARSIGHT The deity can perceive reality despite appearances. Prerequisites: Divine rank 6, Wis 29. Benefit: The deity can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 10 feet per divine rank. This ability is similar to the true seeing spell, except that it does not reveal creatures’ alignments and it does foil mundane disguises. Suggested Portfolio Elements: Knowledge, truth. COMMAND PLANTS The deity can control plants and plant creatures. Benefit: The deity can make plants grow in a radius of up to one mile per divine rank once per day. She can use this ability even in a place where no plants grow,
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though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a deity or cosmic entity that succeeds on a rank check against the deity using the ability. Also once per day, the deity can create one of the following effects. Charm: Plant creatures and fungus creatures within (25 ft. + 5 ft. per 2 divine ranks) of her person act as if affected by a mass charm spell. The deity can command a number of plant creatures not exceeding her divine rank. No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect, whose DC is Wisdom-based. The effect lasts 1 day. This is a charm effect. Animate: The ability imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the deity first designates. Animated plants gain humanlike senses. The plants’ AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The deity can animate two Large plants (like trees), four Medium plants (like shrubs), or eight Small plants (like vines). All plants to be affected must be within 60 feet of each other. The deity can animate different types of plants if desired. Creatures that have the plants in their possession can prevent the effect with Will saves; the DC is Wisdom-based. The effect lasts 1 hour per divine rank, to a maximum of 1 day. Entangle: The deity imbues all plants within (25 ft. + 5 ft. per 2 divine ranks) with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. The effect lasts 1 hour per divine rank, to a maximum of 1 day. The save DC is Wisdom-based. Suggested Portfolio Elements: Agriculture, earth, fertility. CONTROL CREATURES The deity can dominate and control the actions of a specific kind of creature. Benefit: The deity can command some kind of creature as noted in her description. This ability is similar to the dominate monster spell, but it is not a mind-affecting ability (the deity seizes direct control over the creature’s body). Each day the deity can attempt to control a number of creatures equal to her divine rank. She can attempt to take control of that number all at once, or in smaller numbers. All creatures to be affected must be within the deity’s line of sight when first affected. Once control is established, distance is not a factor and the deity can maintain control remotely, even across planes and through wards or barriers (except divine shields and warding spells cast by deities or cosmic entities that succeed on an opposed rank check). The subject is allowed a Will save to resist and is allowed a new save if the deity commands the subject to do something against its nature. The save DC is Charisma-based. At any given time, a deity cannot have more creatures under her control than 10 times her divine rank. If the deity already has the maximum number of creatures under her control, she can still attempt to take control of other creatures, but must first release one or more creatures already under her control. Notes: A deity can have this ability multiple times, choosing a different kind of creature each time. Suggested Portfolio Elements: Any.
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CRAFT ARTIFACT The deity can make magic items that exceed mortal limits. Prerequisites: Any five item creation feats. Benefit: The deity is considered to possess the epic item creation feats associated with her non-epic feats. In addition, all magic items she creates gain the special properties unique to artifacts (see the DUNGEON MASTER’S GUIDE for details). Suggested Portfolio Elements: Crafts, knowledge, magic. CREATE OBJECT The deity can create simple objects out of nothing. Prerequisites: Divine rank 11, Int 29. Benefit: As a full-round action, the deity can create objects weighing up to 100 pounds per divine rank, or with a volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight the deity can create there. Once created, the objects are permanent and nonmagical. If the deity has the appropriate Craft skill, she can make a Craft check when creating the item to make it a masterwork item. Rest: The deity must convert a considerable amount of its own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane or within its own godly realm, it can create a 200 gp item without resting. If the deity’s realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest. Suggested Portfolio Elements: Crafts, creation. DIVINE AIR MASTERY The deity has mastery over the air. Prerequisite: Air domain. Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are airborne. The deity can fly with perfect maneuverability. When flying, she automatically knows the location of any corporeal creature within 10 feet per divine rank, by sensing the disturbance in the air the creature causes. Suggested Portfolio Elements: Air, wind. DIVINE ARCHERY The deity is the epitome of the archer, with abilities that surpass those of mortal archers. Prerequisites: Base attack bonus +20, Dex 29, Point Blank Shot, Far Shot. Benefit: The deity gains Combat Archery, Distant Shot, Swarm of Arrows, and Uncanny Accuracy as bonus feats. The range on her Swarm of Arrows feat is equal to 10 feet per divine rank. Suggested Portfolio Elements: Archers, war. DIVINE ARMOR MASTERY The deity is able to move freely in light or medium armor. Prerequisites: Armor Proficiency (light), Armor
Proficiency (medium). Benefit: The deity ignores the maximum Dexterity bonus limit for medium or light armor. Suggested Portfolio Elements: War. DIVINE BARD The deity is the epitome of the bard and has abilities that far surpass those of mortal bards. Prerequisite: Bard level 20th. Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats. In addition, the range on all of the deity’s ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank. Finally, the effects of all the deity’s bardic music abilities are doubled. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC. Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry. DIVINE BATTLE MASTERY The deity is the epitome of the fighter, a master of sophisticated battle techniques. Prerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex 13, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack, War domain. Benefit: The deity gains the Improved Combat Reflexes and Improved Whirlwind Attack feats as bonus feats. Suggested Portfolio Elements: Justice, vengeance, war. DIVINE BLAST The deity can channel part of her personal energy into a ray. Prerequisite: Cha 29. Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. She can make the ray look, sound, smell, and feel like anything she desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic. Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect. A divine shield can stop the ray. Suggested Portfolio Elements: Death, destruction, war.
DIVINE BLESSING The deity can grant exceptional abilities to mortals. Prerequisite: Selected ability score 35. Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The deity must have a score of at least 40 in the selected ability. She can grant mortals an enhancement bonus to that ability that lasts for one day, equal to one half of her own ability modifier. In a single day and at one time, the deity can affect a number of creatures equal to her divine rank. Notes: A deity can have this ability multiple times, choosing a different ability score each time. Suggested Portfolio Elements: Agility, beauty, endurance, knowledge, strength, wisdom. DIVINE CELERITY The deity is supernaturally swift. Prerequisite: Dex 29. Benefit: The deity always acts as if hasted, gaining all of the normal bonuses granted by the haste spell. Suggested Portfolio Elements: Travel, wind. DIVINE CREATION The deity can create creatures or magic items out of nothing. Prerequisites: Divine rank 16, Int 29, Create Object. Benefit: As a full-round action, the deity can create mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, or with a total volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight she can create there. Notes: This ability works like the Create Object ability, except as noted below. A deity can use this ability to create any kind of creature that does not have a divine rank. The deity can create a creature with class levels, but never with more class levels than the deity has herself or the deity’s divine rank, whichever is lower. Rest: The deity must convert a considerable amount of her own energy into a creature, which always leaves the deity impaired. The deity must rest for 10 minutes × the creature’s Hit Dice × the creature’s Challenge Rating for each creature created, with a minimum of 10 minutes per creature. If the creature has class levels, each level counts as an additional Hit Die. The deity can create any kind of magic item except an artifact. The rest requirement for creating magic items is the same as for the Create Object ability. Suggested Portfolio Elements: Crafts, creation, supreme. DIVINE DODGE The deity can avoid damage by simply not being there when the attack hits. Prerequisite: Dex 29. Benefit: Any physical attack or individually targeted spell directed at the deity has a percent miss chance equal to 50 + the deity’s rank. Area effects that include the deity have a similar chance to be ineffective. Notes: The ability is similar to the blink spell, except that it is defensive only and the deity does not move to the Ethereal Plane, but simply exits from reality for a
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brief moment. This ability never interferes with the deity’s own attacks. If an attack overcomes the miss chance, the deity still gets the benefit of a saving throw (if one is allowed). Suggested Portfolio Elements: Agility, gambling, luck, protection. DIVINE DRUID The deity is the epitome of the druid and has abilities that far surpass those of mortal druids. Prerequisites: Druid level 20th. Benefit: The deity gains Colossal Wild Shape, Diminutive Wild Shape, Fine Wild Shape, Gargantuan Wild Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, and Plant Wild Shape as bonus feats. Suggested Portfolio Elements: Nature. DIVINE EARTH MASTERY The deity has mastery over the earth. Prerequisites: Earth domain. Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching the ground. The deity gains a burrow speed commensurate with her size, as well as the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence. She has tremorsense, allowing her to automatically sense the location of anything within 10 feet per divine rank that is in contact with the ground. The deity has complete control over all things made of earth (including stone and metal). She can alter the form of any amount of earth as a swift action. She can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, disintegrate, and similar spells, with any earth, stone, or metal object as a target. She can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object she can see, but no more than one object per round. Suggested Portfolio Elements: Earth. DIVINE FAST HEALING The deity heals wounds in a flash. Prerequisites: Con 29 or the fast healing special quality. Benefit: The deity gains fast healing of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body. Notes: This ability does not stack with the fast healing special quality. A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability has fast healing of 40 + (divine rank ×2). Suggested Portfolio Elements: Endurance, healing. DIVINE FIRE MASTERY The deity has mastery over fire. Prerequisites: Fire domain. Benefit: The deity gains a competence tack rolls, damage, and Armor Class equal rank if both she and her foe are touching weapons with the flaming or flaming burst ties.
bonus on atto her divine fire or using special abili-
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The deity is immune to the effects of fire and heat. She automatically knows the location of any corporeal creature within 10 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes. The deity has complete control over all nonmagical fire and can duplicate the effect of any spell with the [fire] descriptor as a standard action. Suggested Portfolio Elements: Fire. DIVINE GLIBNESS The deity's silver-tongued speech can convince others to take action. Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain. Benefit: As a full-round action, the deity can speak and convince others to take some course of action. This works like a mass suggestion spell cast at a level equal to 10 + her divine rank, except that it affects up to (10 + divine rank) creatures, no two of which can be more than (10 × divine rank) feet apart. The save DC is 10 + the deity’s Charisma modifier + the deity’s divine rank. Suggested Portfolio Elements: Commerce, lies, thieves. DIVINE INSPIRATION The deity can inspire a specific emotional state in others. Benefit: The deity can enchant creatures to create a specific emotion. She can affect one creature per divine rank at once, and up to the same number each day. All must be within the deity’s line of sight when first affected. The specific effects depend on the emotional state induced. Unless otherwise noted, all save DCs are Charisma-based. Courage: The enchanted creatures become immune to fear effects and receive a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, and Will saves. Despair: The enchanted creatures are affected as by an improved version of the crushing despair spell: affected creatures suffer a –4 penalty on attack rolls, damage rolls, saves, and checks unless they make a successful Will save. The effect lasts one day. Dread: The enchanted creatures must make successful Wisdom checks (DC = the deity’s divine rank) to attack or fight. If the check fails, the creature flees in panic for 1d4 rounds. If the check succeeds, the creature does not have to check again for 10 minutes. The enchanted creatures also suffer a –2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves. Frenzy: Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a –4 penalty to Wisdom, and a –2 penalty to AC. Subjects can attempt Will saves to resist the effect. This is a mind-affecting compulsion. Hope: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Rage: The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a –2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves to resist the effect. This is a mindaffecting compulsion.
Love and Desire: A love effect causes the target to fall in love with the specified creature, seeking every opportunity to be near that creature and making every effort to win the creature’s affection. A desire effect is similar, but the target seeks any opportunity to become physically intimate with the specified creature. can attempt Will saves to resist the effect. This is a mindaffecting compulsion effect. Suggested Portfolio Elements: Any. DIVINE MONK The deity is the epitome of the monk and has abilities that far surpass those of mortal monks. Prerequisites: Monk level 20th, Deflect Arrows. Benefit: The deity gains Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, and Vorpal Strike as bonus feats. In addition, any unarmed attack she makes has a base damage of 2d12 and an enhancement bonus of +5. Suggested Portfolio Elements: Law. DIVINE PALADIN The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins. Prerequisites: Paladin level 20th. Benefit: The deity gains Great Smiting x3, Improved Aura of Courage, and Widen Aura of Courage as bonus feats. She can smite evil five additional times per day, and her special mount, if any, gains the celestial template. Suggested Portfolio Elements: Good, justice, law, nobility, war. DIVINE PSIONICS The deity is an extremely accomplished psionicist. Prerequisites: Manifester level 20th. Benefit: The deity gains bonus power points based on her key ability modifier, as shown on the table below. Table C-12: Divine Psionics Bonus Power Points
Ability Modifier
Power Points
Ability Modifier
Power Points
+10
19
+18
243
+11
40
+19
280
+12
63
+20
319
+13
88
+21
360
+14
115
+22
403
+15
144
+23
448
+16
175
+24
495
+17
208
+25
544
The deity doesn’t incur attacks of opportunity for manifesting powers when threatened. In addition, the deity receives the benefit of the Psionic Endowment feat on any power she manifests. Suggested Portfolio Elements: Mentalism, psionics. DIVINE PSIONIC ENDOWMENT The deity can use meditation to increase her powers. Prerequisites: Psionic Endowment, Great Psionic Endowment. Benefit: When the deity uses the Psionic Endowment
feat, she adds one-half of her rank to the save DC of a power she manifests instead of +1. Suggested Portfolio Elements: Mentalism, psionics. DIVINE RADIANCE The deity can emit a powerful holy light. Prerequisite: Good alignment, Sun domain. Benefit: The deity can shed light from her body in an emanation with a radius of 10 feet per divine rank. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity that succeeds on an opposed rank check) and causes pain and damage to undead creatures, who take 2d8 points of damage per round with no save. As a full attack action, the deity can generate up to three rays of scorching light that can strike targets up to a number of miles away equal to her divine rank. Each ray deals 1d6 points of damage per 2 divine ranks. Undead take 1d12 points of damage per 2 divine ranks. Suggested Portfolio Elements: Good, light, sun. DIVINE RAGE The deity flies into an awe-inspiring rage when struck by a weapon. Prerequisite: Barbarian level 20th. Benefit: This ability is similar to the barbarian’s rage ability (and it replaces the barbarian rage ability for the deity). The deity can activate this ability only after suffering damage from a weapon, and can use it a number of times per day equal to her divine rank. Once used, the ability lasts 1 hour (though she can end the rage at will). While raging, the deity gains +10 to Strength, +10 to Constitution, and a +5 morale bonus on Will saves. Her spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at her full attack bonus, whenever she uses the full attack action. While raging, the deity suffers a –5 penalty to Armor Class and cannot perform acts that require patience and concentration, such as moving silently, casting spells, and using salient divine abilities. Suggested Portfolio Elements: Destruction, rage, strength, war. DIVINE RANGER The deity is the epitome of the ranger and has abilities that far surpass those of mortal rangers. Prerequisites: Ranger level 20th, Wis 25, Survival 40 ranks, Knowledge (nature) 30 ranks. Benefit: The deity gains Bane of Enemies and Legendary Tracker as bonus feats. In addition, she treats all normal terrain as very soft ground for purposes of tracking and ignores DC modifiers for time or weather. Suggested Portfolio Elements: Archers, hunting, nature. DIVINE RECALL The deity has superhuman memory of a particular subject. Benefit: The deity remembers every event of a certain type that has ever occurred. The type of event is specified in the deity description. Notes: A deity can have this ability multiple times, choosing a different type of event each time. Suggested Portfolio Elements: Knowledge. DIVINE ROGUE The deity is the epitome of the rogue and has abilities
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that far surpass those of mortal rogues. Prerequisites: Rogue level 20th, Dodge, improved evasion, defensive roll. Benefit: When struck by an attack from an opponent the deity has designated as her dodge target, she may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. She also gains Trap Sense as a bonus feat. In addition, she can assess the exact value of any treasure she can see, and can immediately determine what any creature is carrying and where each carried item is. Suggested Portfolio Elements: Thieves. DIVINE SHIELD The deity can channel part of her personal energy into a barrier that protects against almost any attack. Prerequisites: Cha 29. Benefit: As a swift action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + her Constitution bonus. The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack. Suggested Portfolio Elements: Protection. DIVINE SKILL FOCUS The deity has superlative ability with the selected skill. Prerequisites: 23 ranks in the selected skill. Benefit: The deity receives a bonus of 10 + her divine rank when using the selected skill. Notes: This bonus stacks with the divine rank bonus deities normally receive on checks. If the selected skill is related to the deity’s portfolio, add the deity’s rank to the maximum DC for an immediate action. A deity can have this ability multiple times, choosing a different skill each time. Suggested Portfolio Elements: Any. DIVINE SNEAK ATTACK The deity's sneak attacks are devastating. Prerequisites: Sneak attack +10d6, crippling strike. Benefit: The deity gains Improved Sneak Attack x3, Sneak Attack of Opportunity, and Lingering Damage as bonus feats. In addition, she can flank or catch flatfooted any opponent whose divine rank does not exceed the deity’s and can sneak attack that opponent. Suggested Portfolio Elements: Thieves. DIVINE SPELL FOCUS The save DC for one school of spells the deity can cast increases. Prerequisites: Spell Focus, Greater Spell Focus. Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by onehalf her divine rank. This bonus overlaps (does not stack with) the bonus from Spell Focus or Greater Spell Focus. Notes: A deity can have this ability multiple times, choosing a different school of magic each time. Suggested Portfolio Elements: Magic.
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DIVINE SPELLCASTING The deity is an extremely accomplished spellcaster. Prerequisites: Spellcaster level 20th. Benefit: The deity can cast spells whose effective level is above 9th. The number of spells per day she can cast of each spell level above 9th depends on her key ability score for spell-casting classes in which she has achieved 20th caster level, as shown on Table: Divine Spellcasting (see below). The numbers on that table represent one spell per day at each spell level above 9th in which she receives bonus spells from her key ability score, plus bonus spells based on the key ability score. The deity can use these slots for spells prepared or cast with a metamagic feat, or for lower-level spells. If the deity has achieved 20th level in a spellcasting class with fewer than nine levels of spells (such as bard, paladin, or ranger), she can also cast one spell per day of each level between the maximum normal spell level and 9th, plus appropriate bonus spells of each level based on her key ability score. These spells are not shown on the table. In addition, the deity receives Spell Focus (in all schools of magic) and Improved Combat Casting as bonus feats. Suggested Portfolio Elements: Magic. DIVINE SPLENDOR The deity's mere proximity is fatal to mortals. Prerequisites: Divine rank 16, Cha 26. Benefit: Any mortal who approaches within 10 feet per divine rank of the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 20 + the deity’s Charisma bonus + the deity’s divine rank. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. Suggested Portfolio Elements: Supreme. DIVINE STORM The deity can create a vortex of force that protects her and harms those of an alignment different from her own. Prerequisite: Divine rank 11. Benefit: The deity can surround herself with a vortex of holy or unholy energy that manifests in different forms depending on the deity. The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops all attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area). In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic) axis is opposite the deity’s. If her ethical alignment is neutral (neutral good or neutral evil), the force does not expel any creatures. Affected creatures in the area must make Fortitude saves or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves. The force damages creatures whose alignment on the moral (good-evil) axis is opposite the deity’s. If her moral alignment is neutral (lawful neutral or chaotic neutral), the force does not damage any creatures. Affected creatures in the area must make Fortitude saves each round or suffer 1 point of holy damage per divine
rank. A successful save negates the damage, but the creature must save again the next round if it is still within the area. Creatures whose alignment is diametrically opposed to the deity’s are subject to both effects. The save DCs for both effects are Charisma-based. Suggested Portfolio Elements: War. DIVINE WATER MASTERY The deity has mastery over water. Prerequisites: Water domain. Benefit: The deity gains a competence bonus on attack, damage, and Armor Class equal to her divine rank if both she and her foe are touching the same body of water. The deity gains a swim speed commensurate with her size (see Divine Characteristics). At will, as a full-round action, the deity can create a devastating tidal wave of water. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 15). Large or smaller creatures that fail the save are swept away, taking 1d6 points of nonlethal damage per round (1d3 points on a successful Swim check against DC 20). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. The wave destroys all wooden buildings and 25% of the stone buildings it comes into contact with. At sea, the tidal wave capsizes ships and crushes them to splinters. The wave affects a number of miles of coastland up to the deity’s divine rank. When touching water, the deity automatically senses the location of anything within 10 feet per divine rank that is in contact with the same body of water. Suggested Portfolio Elements: Water. DIVINE WEAPON FOCUS The deity is particularly adept with one kind of weapon. Benefit: This ability works like the Weapon Focus feat except that the deity receives a bonus of +4 on attacks with the weapon. Notes: This bonus stacks with the divine bonus deities get on attack rolls, and with the Divine Weapon Mastery salient divine ability. It also stacks with the Weapon Focus and Greater Weapon Focus feats. A deity can have this ability multiple times, choosing a different kind of weapon each time. Suggested Portfolio Elements: War. DIVINE WEAPON MASTERY The deity is exceptionally proficient with weapons. Prerequisites: Fighter level 20th, War domain. Benefit: The deity receives the benefits of the Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding any simple or martial weapon. Suggested Portfolio Elements: War. DIVINE WEAPON SPECIALIZATION The deity deals tremendous damage with one kind of weapon. Prerequisites: Fighter level 20th, Divine Weapon Focus with the selected weapon. Benefit: This ability works like the fighter’s Weapon Specialization feat, except that the deity receives a bonus on damage with the weapon equal to her divine rank.
Notes: If the selected weapon is a ranged weapon, the extra damage applies against any target the deity can see. The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization and Greater Weapon Specialization feats. A deity can have this ability multiple times, choosing a different kind of weapon each time. Suggested Portfolio Elements: War. ELDRITCH KNOWLEDGE The deity learns additional spells. Prerequisites: Spellcaster level 1st, Cha 29, Extra Spell. Benefit: The deity knows double the number of spells of each level normally granted by her class and level. Notes: A deity may gain this salient divine ability more than once; the effects stack. Suggested Portfolio Elements: Knowledge, magic. ENERGY BURST The deity can create a blast of damaging energy. Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in her description) with a radius of 10 feet per divine rank. Anything in the area takes 1d8 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, Fortitude for sonic energy; the save DC is Charisma-based). Notes: A deity can have this ability multiple times, choosing a different type of energy each time. Suggested Portfolio Elements: Nature. ENERGY STORM The deity can create a vortex of swirling energy that protects her and damages those who touch the vortex. Prerequisite: Divine rank 11. Benefit: The deity can surround herself with a vortex of energy (acid, cold, electricity, fire, sonic, positive, or negative energy, specified in the deity’s description). The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area. Energy storms that use acid, cold, electricity, fire, or sonic energy deal 1 point of energy damage and 1 point of divine damage per divine rank each round. Positive energy deals 1 point of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures. Negative energy deals 1 point of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures. Notes: A deity can have this ability multiple times, choosing a different type of energy each time. Suggested Portfolio Elements: Fire, storms. EXTRA DOMAIN The deity gains an extra domain. Prerequisite: Divine rank 1. Benefit: The deity chooses one domain to add to her list of domains. She can grant spells and powers from that domain and use those spells and powers personally, just as she can the spells and powers of her other do-
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mains. Notes: A deity can have this ability multiple times, choosing a new domain each time. Suggested Portfolio Elements: Any.
panicked for 3d6 rounds if they fail their saves. The save DC is Charisma-based, and foes who make successful saving throws are unaffected by this ability for one day. Suggested Portfolio Elements: Destruction, war.
EXTRA ENERGY IMMUNITY The deity is immune to some form of energy. Prerequisites: Divine rank 6, resistance to the energy type selected. Benefit: The deity gains immunity to acid, cold, electricity, fire, or sonic energy. Notes: This ability is effective regardless of the attacker (other deities or cosmic entities cannot make a rank check to ignore it). A deity can have this ability multiple times, choosing a different form of energy each time. Suggested Portfolio Elements: Any.
GIFT OF LIFE The deity can restore any previously living mortal creature to life. Benefit: The deity can restore a dead creature to life, no matter how long the creature has been dead or what the condition of the body. Notes: This ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant. This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld or the divine realm where the mortal’s soul resides. Unwilling mortals may attempt a Will saving throw to resist resurrection. This ability can resurrect an elemental or outsider and can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability. This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of another deity except upon a successful opposed rank check. The save DC is Charisma-based. Suggested Portfolio Elements: Healing, life.
EXTRA SENSE ENHANCEMENT The deity has a sense of sight, hearing, or smell even more acute than normal for a deity. Prerequisites: Wis 29. Benefit: The deity chooses one sense to enhance. This ability can extend a sense’s range one mile per divine rank, or it can allow the sense to ignore one type of physical or magical blockage. The enhanced sense can penetrate 10 feet of a physical barrier per rank or 100 feet of a less tangible barrier (such as fog or smoke) per rank. Notes: Some deities have specific applications of this ability that go beyond the normal senses. A deity can have this ability multiple times, choosing a different sense each time. Suggested Portfolio Elements: Any. FOOTSORE The deity can make living creatures tired. Prerequisites: Travel domain. Benefit: The deity can sap the energy from living creatures so that they feel tired. She can affect up to one creature per divine rank at once, but no more than one creature per divine rank each day. All must be within her line of sight when first affected. Subjects can attempt Fortitude saves to resist (the save DC is Charismabased). Creatures who fail their saves become fatigued and their speed is reduced by half. Furthermore, any mount or vehicle they ride is likewise slowed. The effect lasts one day. Suggested Portfolio Elements: Travel. FREE MOVE The deity can move almost instantaneously. Prerequisites: Dex 29, Divine Celerity. Benefit: The deity can move up to her speed once a round as a swift action. Suggested Portfolio Elements: Travel. FRIGHTFUL PRESENCE The deity's attacks strike fear into opponents. Prerequisites: Cha 25. Benefit: Whenever the deity performs a specific action specified in her description (usually attacking, but sometimes making an intimidating gesture), foes within a 30-foot-radius burst must make Will saves. Foes within the burst, but not the deity’s immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the deity attacks when she activates the ability become
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GOVERN THE CHILDREN The deity can dominate and control the actions of a specific kind of creature. Prerequisites: Divine Rank 6, Control Creatures. Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is. Additionally, the deity may telepathically call any of these creatures that are within one mile per divine rank, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her. Suggested Portfolio Elements: Domination, race, supreme. GROW CREATURE The deity can make a certain type of creature larger. Benefit: This ability works like the animal growth spell, except that it can affect up to one creature of the specified type per divine rank each day, all of which must be within the deity’s line of sight when first affected. The effect lasts one day. Notes: A deity can have this ability multiple times, choosing a different type of creature each time. Suggested Portfolio Elements: Nature. HAND OF DEATH The deity can slay any living mortal creature. Benefit: The deity can point to any mortal within her sensory range and snuff out its life. There must be an unbroken line of effect between the deity and the target. Notes: This ability works like the destruction spell, except that there is no material component. The mortal is allowed a Fortitude saving throw to resist being destroyed. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. If the attack kills the mortal (either through a failed sav-
ing throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity using the Gift of Life, Life and Death, or Mass Life and Death salient divine abilities, and that also succeeds on an opposed rank check. The save DC is Charisma-based. Suggested Portfolio Elements: Death. INCREASED DAMAGE REDUCTION The deity is remarkably resistant to physical attacks. Prerequisites: Con 29. Benefit: The deity’s damage reduction increases 5 and adds an additional requirement to bypass the damage reduction. This requirement can be an alignment opposed to that of the deity or a specific damage type (bludgeoning, piercing, or slashing). Alternately, the deity can waive the additional requirement and instead change her special material requirement to something more unique (such as jade, bone, starmetal, or any material as long as it can be fashioned into a weapon). Suggested Portfolio Elements: Any. INCREASED ENERGY RESISTANCE The deity has resistance to energy beyond the divine norm. Benefit: The deity gains resistance equal to her divine rank to acid, cold, electricity, fire, or sonic energy. Notes: A deity can have this ability multiple times, choosing a different form of energy each time. The deity also can have this ability more than once for a single type of energy. When applied to an energy type that the deity already resists, this ability increases the resistance by 10. Suggested Portfolio Elements: Any. INCREASED SPELL RESISTANCE The deity has spell resistance beyond the divine norm. Benefit: The deity’s spell resistance increases by 20. Notes: A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves her spell resistance by 40. Suggested Portfolio Elements: Magic. INDOMITABLE STRENGTH The deity is very difficult to beat in contests of strength. Prerequisite: Str 40, Strength domain. Benefit: If required to make an opposed roll involving Strength (including grapple checks), the deity receives a divine bonus of +25 on her roll. This bonus stacks with the normal divine rank bonus. Suggested Portfolio Elements: Strength. INSTANT COUNTERSPELL The deity can counterspell as a free action. Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells. Suggested Portfolio Elements: Magic. INSTANT MOVE The deity can move almost instantaneously. Prerequisites: Divine rank 6, Dex 29. Benefit: As a move action, the deity can travel up to 30 feet per divine rank, as though using the dimension door spell, except that the deity never appears within a solid object and can act immediately after teleporting. Suggested Portfolio Elements: Travel.
IRRESISTIBLE BLOWS The deity's attacks with a specific melee weapon are almost impossible to avoid. Prerequisites: Weapon Focus and Improved Critical with the selected melee weapon. Benefit: When the deity makes a melee attack with the chosen weapon against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save or be stunned for 1d10 rounds. The save DC is Constitution-based. The deity’s attacks with the chosen weapons are considered to be adamantine for purposes of bypassing damage reduction and hardness. Notes: A deity can have this ability multiple times, choosing a different kind of weapon each time. Suggested Portfolio Elements: War. IRRESISTIBLE PERFORMANCE Prerequisites: Perform 40 ranks. Benefit: When the deity sings, plays a musical instrument, tells jokes, recites verse, or engages in any other type of performance as a full-round action, she has the option to create any of the following effects. She can use this ability a number of times per day equal to her divine rank. It affects up to one creature per divine rank within a burst with a radius of 10 feet per divine rank, centered on the deity. All save DCs are Charisma-based. • Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at the deity’s option. The affected creatures also suffer a –4 penalty to Armor Class, cannot succeed at Reflex saves (except on a roll of 20), and cannot use shields. Creatures can resist this mind effect with a successful Will save. The effects last for as long as the deity performs and for up to 1 round per divine rank thereafter. • Affected creatures become blissfully calm. They are immune to fear and compulsion effects, except for those created by deities or cosmic entities that succeed on a rank check against the performing deity. Fear and complusion effects already operating on affected creatures are countered and dispelled. This ability also counters and dispels rage effects except for those created by deities or cosmic entities that succeed on a rank check against the performing deity. Immunity to fear and compulsion last for as long as the deity performs and for up to 1 round per divine rank thereafter. • Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this mind-affecting effect with Will saves. Affected creatures sleep for up to 1 hour per divine rank or until awakened. The deity can end the effect at will. • Affected creatures are so deeply moved that they simply die. Only living creatures with Hit Dice equal to or less than the deity’s divine rank are affected. Creatures can resist the effect with Fortitude saves. • Once a creature makes a successful save against one of the deity’s performances, the creature cannot be affected again for one day. Note: Not all deities with this ability can create all the mentioned effects, as specified in the deity descriptions. Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.
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KNOW DEATH The deity knows when and how creatures will meet their end. Benefit: The deity knows the exact moment and circumstances of any mortal creature’s death just by looking at the creature. Suggested Portfolio Elements: Death. KNOW SECRETS No secrets can be kept from the deity. Benefit: The deity can learn a creature’s entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save to avoid the effect. The save DC is Charisma-based. Suggested Portfolio Elements: Knowledge, secrets. LAY CURSE The deity can place a debilitating curse on creatures. Benefit: This ability works like the bestow greater curse spell, except that the curse can be removed only by another deity or a cosmic entity that succeeds on a rank check against the cursing deity. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. Suggested Portfolio Elements: Evil. LAY QUEST The deity can enchant creatures so they are compelled to perform some service of her choosing. Benefit: This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a deity or cosmic entity that succeeds on an opposed rank check against the deity who lays the quest. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based. Suggested Portfolio Elements: Justice, law. LIFE AND DEATH The deity can kill a mortal creature almost anywhere. Likewise, the deity can bestow life upon any dead mortal being almost anywhere. Prerequisites: Divine rank 6, Gift of Life or Hand of Death. Benefit: The deity designates any mortal and snuffs out its life. The mortal is allowed a Fortitude saving throw to resist. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. Alternately, the deity can designate any dead mortal and restore it to life. Unwilling mortals may attempt a Will save against the same DC to resist resurrection. The save DCs are Charisma-based. Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must
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unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component. The mortal cannot be raised or resurrected afterward, except by a deity using the Gift of Life or Life and Death ability, who must succeed on a rank check against the deity that slew the mortal. If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant. This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped - if the soul is held by another deity or a cosmic entity, the deity must suceed on an opposed rank check to free it. This ability can only restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability if the deity succeeds on an opposed rank check against the deity that slew the creature. Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes life or death do not have to rest after using this ability. Suggested Portfolio Elements: Death, life, supreme. LIFE DRAIN The deity can create a dark cloud that saps life energy. Prerequisites: Death domain. Benefit: As a swift action, the deity can generate a cloud of darkness that rises from her body in a spread 10 feet high with a radius of 10 feet per divine rank. The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by deities or cosmic entities that succeed on a rank check). Living creatures must make Will saves or die. Even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per day, but the cloud’s darkness remains effective. The save DC is Charisma-based. Suggested Portfolio Elements: Death, undead. MASS DIVINE BLAST The deity can channel part of her personal energy into an attack. This ability can be used against multiple targets or an area. Prerequisites: Divine rank 6, Cha 29, Divine Blast. Benefit: This ability works like the Divine Blast ability, except that the deity can specify up to five targets per rank, no two of which can be more than one mile apart per rank, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 100 feet long per rank. A burst or spread can have a radius of up to 50 feet per rank. A cylinder can have a radius of up to 50 feet per rank and a height of up to 10 feet per rank. The deity chooses the attack’s exact form and dimensions. Each use of this ability counts as a use of her Divine Blast ability. Suggested Portfolio Elements: Death, destruction, war. MASS LIFE AND DEATH The deity can kill large numbers of mortal creatures
almost anywhere. Likewise, the deity can bestow life upon large numbers of dead mortals almost anywhere. Prerequisites: Divine rank 16, Gift of Life or Hand of Death, Life and Death. Benefit: The deity can designate any number of mortals and snuff out their lives. Or she can designate any number of dead mortals and restore them to life. The targets are allowed saving throws just as with Life and Death. Notes: No two mortals affected by a single use of this ability can be more than one mile apart per rank of the deity. The ability is otherwise identical to the Life and Death salient divine ability. Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creatures affected. Suggested Portfolio Elements: Death, supreme. MASTER CRAFTER The deity's Craft skills and item creation capabilities are beyond compare. Prerequisites: 23 ranks in two different Craft skills. Benefit: Any object the deity creates is treated as a masterwork item, but uses the base item price (not the masterwork price) to determine time and cost required to create it. Any item she creates also has twice the hit points it would normally have, and its break DC is increased by +10. These benefits apply to walls, doors, and other components of buildings the deity creates, as well as smaller items. Suggested Portfolio Elements: Crafts, creation. MIND OF THE BEAST The deity can make plants and animals sentient, and she can reduce sentient creatures to animal or plant form. Benefit: The deity can grant humanlike sentience to trees or animals. This sentience lasts a maximum of one day, and the sentient tree or animal obeys her commands to the best of its ability. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected. Also, the deity can transmute any creature into a plant or animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save to resist. Subjects turned into plants become objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses. Either effect can be made permanent through the use of alter reality. The save DC is Charisma-based. Suggested Portfolio Elements: Nature. OVERLORD Prerequisites: Divine rank 16, Control Creatures, Govern the Children. Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is. Additionally, the deity may telepathically call any of these within the same plane, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her. Suggested Portfolio Elements: Domination, race, supreme
POSSESS MORTAL The deity can infuse some of her energy into a mortal, turning the mortal into an extension of herself. Prerequisites: Cha 29. Benefit: The deity can possess any mortal in any location she can sense. Unwilling mortals can attempt Will saves; the save DC is Charisma-based. Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the deity if the mortal is unwilling. If the mortal is willing, however, the deity cannot be blocked or driven out, except by a divine shield or the use of alter reality by another deity who makes a successful rank check. The possessed mortal effectively becomes an avatar of the deity. The deity can draw on all the possessed mortal’s memories, and the deity senses what the mortal senses. Each mortal possessed counts as a remote location where the deity is sensing and communicating. While the deity is in possession, the mortal’s abilities are unchanged, except as noted below. Type: Same as the deity. Hit Points: Same as the mortal, +1 for each rank of the deity. Armor Class: The mortal gains a divine bonus to Armor Class equal to half the deity’s divine rank. Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the deity’s (or remain as the mortal’s scores if they are higher). Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal’s new Wisdom score. Skills: The mortal can use its own skills and the deity’s skills. If the mortal and the deity have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal’s effective ability scores to determine skill modifiers. Suggested Portfolio Elements: Supreme. POWER OF LUCK The deity can bestow good luck or ill. Prerequisites: Luck domain. Benefit: The deity can give creatures good or bad fortune. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. Subjects receive a luck bonus of +1 per divine rank or a luck penalty of –1 per divine rank on attack rolls, saves, and checks for one day. Any creature that attacks the deity automatically suffers the luck penalty, and this does not count against the deity’s daily uses of this ability. Suggested Portfolio Elements: Fate, gambling, luck. POWER OF NATURE The deity can control the forces of nature. Benefit: The deity can perform any of the following in a radius of one mile per divine rank around her person at will, as a full-round action. • Create or quell winds to produce anything from still air to tornado force winds. • Set the temperature anywhere from –50°F to 120°F. • Shake the earth, as the earthquake spell. • Create rain, sleet, hail, snow, or thunderstorms.These effects last as long as the deity concentrates and for up
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to 1 minute per divine rank afterward. The deity can end an effect as a free action. Suggested Portfolio Elements: Nature, sea, weather. POWER OF TRUTH The deity can discern lies and compel creatures to tell the truth. Benefit: The deity knows when anyone deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature the deity can perceive. The deity must make a successful rank check to use this ability against another deity or a cosmic entity. The deity also can enchant creatures so they become truthful. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save to resist. Subjects who make successful saves become immune to this ability for one day. The save DC is Charisma-based Suggested Portfolio Elements: Justice, law, truth. REJUVENATION If destroyed, the deity simply re-forms. Prerequisites: Divine rank 11, Divine Fast Healing. Benefit: When the deity suffers an attack that should destroy her, she simply disperses and reassembles later. Roll 10d10 to determine the number of days before she returns. Notes: If the deity is killed in her own realm, subtract her divine rank from the number of days it takes to return. If the deity’s realm is on a divinely morphic Outer Plane, and she is killed there, subtract twice her divine rank from the number of days it takes to return. The return always takes at least one day. If the deity is killed by another deity or a cosmic entity, the attacker can attempt to negate this ability with a successful opposed rank check. Suggested Portfolio Elements: Death, life, undead. SEE MAGIC The deity can see magical auras just by looking at them. Prerequisites: Magic domain. Benefit: This ability is similar to a constant greater arcane sight spell, except that it covers the whole area the deity can see, and the deity immediately knows the number of auras present along with their locations and strengths. She needs to make a Spellcraft check to identify the school of each aura, but most deities with this ability can use Spellcraft as an immediate action. Suggested Portfolio Elements: Magic. SHAPECHANGE The deity can assume the form of any living, corporeal creature (but not the form of another deity). This is an extraordinary ability. Prerequisites: Divine rank 11, Alter Size, Alter Form. Benefit: The deity can assume the form of any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant. The assumed form must be both living and corporeal. She can remain in the assumed form indefinitely, but resumes her own form if slain. Notes: This ability works like the Shift Form salient
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divine ability, except that the deity is not limited to a set number of forms and as noted here. The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension. The deity can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks. Suggested Portfolio Elements: Nature, secrets, thieves. SHIFT FORM The deity can assume the forms of creatures related to her portfolio. This is an extraordinary ability. Prerequisites: Divine rank 6, Alter Size, Alter Form. Benefit: The deity can assume the form of another creature. The forms she can assume are limited and vary with each deity. The forms allowed are listed in the deity’s description. She can remain in the assumed form indefinitely, but resumes her own form if slain. Notes: The deity acquires the physical, natural, and extraordinary abilities of the form she has assumed (but not spell-like or supernatural abilities) while retaining her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so on). A body with extra limbs does not allow the deity to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The deity’s speed is that of the assumed form or her normal speed, whichever is higher. In general, any part of the body or piece of equipment that is separated from the whole reverts to its original form. However, if the assumed form has an extraordinary ability that allows it to produce a substance or shed part of its body, then this ability also grants that ability. The deity retains her Intelligence, Wisdom, and Charisma scores, level and classes, alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final hit point total and attack and save bonuses.) The deity retains her outsider type, extraordinary abilities, spells, and spell-like abilities, but not her supernatural abilities. The deity also retains her divine Armor Class bonus and divine qualities and abilities, provided they are not supernatural. The deity can cast spells for which she has components. She needs a voice like that of a humanoid for verbal components and hands like those of a humanoid for somatic components, Likewise, the deity needs hands to use many of her powers, such as creating objects related to her portfolio. When the shape shift occurs, the deity’s equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, or vermin), the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equip-
ment (fey, giant, humanoid, some outsiders, many undead creatures), the deity’s equipment changes to match the new form and retains its properties. This ability cannot confer class levels or class abilities. The deity can change physical qualities such as hair color, hair texture, skin color, and gender. The deity can use this ability to create disguises, gaining a bonus of +15 on her Disguise checks. The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension. Suggested Portfolio Elements: Nature. SPEAK WITH CREATURES The deity can converse with certain types of creatures, as specified in her description. Benefit: The deity has the supernatural ability to converse with the specified creature. This ability works like a permanent speak with animals or speak with plants spell, or like a tongues spell that only allows the deity to converse with the specified type of creature. Notes: A deity can have this ability multiple times, choosing a different type of creature each time. Suggested Portfolio Elements: Nature. SPONTANEOUS ARCANE SPELLS The deity can spontaneously cast any arcane spell available to her. Prerequisites: Divine rank 6, spellcaster level 1st, Int 29, Spell Mastery, Arcane Mastery salient divine ability. Benefit: This ability works like a cleric’s ability to cast cure spells spontaneously, except that it applies to arcane spells from the appropriate spell list. The deity must have a sufficient Intelligence score and caster level to cast the spell. Suggested Portfolio Elements: Knowledge, magic. STRIDE The deity can move rapidly over long distances, can make living creatures travel faster, and can jump extraordinary distances. Prerequisites: Travel domain. Benefit: The deity’s movement is doubled on the local or overland scales. In addition, she can impart extra overland speed to living creatures. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. Creatures who receive this boon double their speeds on the local or overland scales. Suggested Portfolio Elements: Travel. SUNDER AND DISJOIN The deity can destroy weapons and items used against her in combat. Benefit: If any weapon or item is used against the deity in combat, she can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell and a mage’s disjunction spell, both targeted exclusively at the touched item. The save DC for both effects is 19 + the deity’s Charisma modifier. An item remains vulnerable to this ability for up to one day after being used against the deity. Suggested Portfolio Elements: Victory, war. SUPREME DAMAGE REDUCTION
Prerequisite: Divine rank 6, Increased Damage Reduction. Benefit: This ability adds a creation process requirement for the weapon needed to bypass the deity's damage reduction. A deity can't choose this ability more than once. This requirement can be as unique as desired, such as requiring a weapon to be forged from tarrasque bones and cooled in the blood of a willing angel. SUPREME ELDRITCH KNOWLEDGE The deity’s knowledge of arcane spells is complete. Prerequisites: Divine rank 6, spellcaster level 1st, Cha 29, Extra Spell, Eldritch Knowledge, Magic domain. Benefit: The deity knows all arcane spells that she can cast. This includes all spells on the appropriate spell list as well as non-standard spells created according to the spell creation guidelines in the DUNGEON MASTER'S GUIDE and other rulebooks. Suggested Portfolio Elements: Knowledge, magic. SUPREME INITIATIVE The deity always goes first in the initiative order. This is an extraordinary ability. Prerequisites: Dex 29, Improved Initiative. Benefit: The deity goes first in the initiative order, no matter what her initiative result is or what initiative result anyone else in an encounter or battle has. Notes: Determine initiative normally among any beings who don’t have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes her initiative as normal. The deity also can refocus, thereby resuming her position at the beginning of the initiative order. If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position, and so on. Other beings then go in order after the last deity with the Supreme Initiative ability. If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first. Suggested Portfolio Elements: Agility, thieves, war. TRUE KNOWLEDGE The deity's mastery of knowledge is nearly complete. Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore class feature and 10th level in the class that grants the ability, Knowledge domain. Benefit: The deity never fails a bardic knowledge or lore check, no matter how obscure the knowledge involved. She speaks and understands all languages. The deity can use legend lore and analyze dweomer as immediate actions. Suggested Portfolio Elements: Knowledge. TRUE SHAPECHANGE The deity can assume the form of any creature or object, but not the form of another deity. This is an extraordinary ability. Prerequisites: Divine rank 16, Alter Size salient divine ability, Alter Form salient divine ability, Shapechange salient divine ability. Benefit: The deity can assume the form of any object or creature. The deity can remain in the assumed form indefinitely, but it resumes its own form if slain.
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Notes: This ability works like the Shift Form salient divine ability, except as noted below. The deity can take any form, living or unliving, corporal or incorporeal. The deity gains the supernatural abilities of the assumed form. The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks. The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension. Suggested Portfolio Elements: Nature, secrets, thieves. UNDEAD MASTERY The deity has absolute dominion over the undead. Prerequisites: Divine rank 14, Cleric level 17th. Benefit: The deity can automatically command or destroy any undead creature, as desired, as a swift action. The deity can do this as often as desired, but she can command no more than one undead creature per divine rank (regardless of the creatures’ Hit Dice) at any one time. The deity can ignore Turn Immunity when attempting to turn or rebuke undead, but cannot use this ability to affect such creatures. Undead deities receive rank checks to resist these effects. Suggested Portfolio Elements: Death, life, undead. UNDEAD QUALITIES The deity, though alive, shares some of the qualities of the undead Benefit: The deity gains the following special qualities: • Darkvision out to 60 feet. • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. • Negative energy (such as an inflict spell) heals the deity, while positive energy (such as a cure spell) causes her damage. Suggested Portfolio Elements: Death, undead. WAVE OF CHAOS The deity can cause nearby creatures to act unpredictably. Prerequisites: Chaotic alignment. Benefit: The deity can create a wave of mental force that extends from her person in a spread with a radius of 10 feet per divine rank. Creatures within the spread must make Will saves or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 10 + the deity’s divine rank. The save DC is Charisma-based Suggested Portfolio Elements: Chaos. WOUND ENEMY Any weapon the deity wields causes a bleeding wound when it hits. Prerequisites: Base attack bonus +20. Benefit: Any weapon wielded by the deity deals damage to a creature such that a wound it causes deals 1d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the deity result in cumulative bleeding loss (two wounds
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for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the deity’s rank) or the application of any cure spell or other healing spell (heal, healing circle, and so on). Notes: The ability functions only when the deity personally attacks with a physical weapon. She can apply the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack. Suggested Portfolio Elements: Death, pain, war.
Spell Slots Above 9th Level The Divine Spellcasting ability grants deities access to spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased above 9th by the use of metamagic feats). The number of spell slots available to a deity depends on her key ability score (Intelligence for wizards, Wisdom for clerics, druids, paladins, and rangers, and Charisma for bards and sorcerers), as shown on Table: Divine Spellcasting. The numbers on this table include bonus spells that a deity receives for having a sufficiently high ability score, as well as one additional spell of each level at which she gains at least one bonus spell. This additional spell is one of the benefits of the Divine Spellcasting salient divine ability. Table C-13: Spell Slots above 9th Level Ability Score
Spell Level 10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
10-11
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
12-13
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
14-15
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
16-17
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
18-19
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
20-21
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
22-23
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
24-25
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
26-27
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
28-29
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
30-31
5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
32-33
5
5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
34-35
5
5
5
-
-
-
-
-
-
-
-
-
-
-
-
-
36-37
5
5
5
5
-
-
-
-
-
-
-
-
-
-
-
-
38-39
5
5
5
5
4
-
-
-
-
-
-
-
-
-
-
-
40-41
5
5
5
5
4
4
-
-
-
-
-
-
-
-
-
-
42-43
5
5
5
5
4
4
4
-
-
-
-
-
-
-
-
-
44-45
5
5
5
5
4
4
4
4
-
-
-
-
-
-
-
-
46-47
5
5
5
5
4
4
4
4
3
-
-
-
-
-
-
-
48-49
5
5
5
5
4
4
4
4
3
3
-
-
-
-
-
-
50-51
5
5
5
5
4
4
4
4
3
3
3
-
-
-
-
-
52-53
5
5
5
5
4
4
4
4
3
3
3
3
-
-
-
-
54-55
5
5
5
5
4
4
4
4
3
3
3
3
2
-
-
-
56-57
5
5
5
5
4
4
4
4
3
3
3
3
2
2
-
-
58-59
5
5
5
5
4
4
4
4
3
3
3
3
2
2
2
-
441
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