The Gates of Hell
The Gates of Hell
The Gates of Hell
Graphic Production:
Eli Atkinson
Additional Thanks:
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 mans torso, others as small as a childs 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.
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 ones 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
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 Heavens 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-
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
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 Hells 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 Hells 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.
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 devils 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
+ the devils HD + the devils 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
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 + the devils HD + the
devils 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).
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Graphic Production:
Eli Atkinson
Additional Thanks:
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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 Hells 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
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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),
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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 casters 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 spells casting time.
Liliths 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
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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 casters 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 creatures ability. Creatures 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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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 subjects 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
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 QualityHelltouched: 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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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
New Multiplier
x2
x3
x3
x5
x4
x7
Table 2-3: Pricing for Hellforge Iron Items
Light Armor
3,000gp
Medium Armor
6,000gp
Heavy Armor
9,000gp
Weapon
2,500gp
Ammunition
50gp
Light Armor
29
Dukes Assumed CR
Creature Called
Scaling
Avernus
31
+1/2 CR
Dis
32
+1/2 CR
Minauros
33
+1/2 CR
Phlegethos
34
+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
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 conjurors 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 Powers
presence in the Prime (as described in Chapter One).
Those concerned about the effect of a Powers 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
31
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 Dukes 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 Dukes spelllike ability caster level). The Dukes 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).
32
33
+7 DC
+5 DC
+5 DC
+3 DC
Graphic Production:
Eli Atkinson
Additional Thanks:
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 oaths 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 dont 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
34
35
36
37
Bonus to Attack
and Damage
200,000399,000gp
+1
400,000799,000gp
+2
800,0001,599,000gp
+3
1,600,0003,199,000gp
+4
3,200,0006,399,000gp
+5
6,400,00012,799,000gp
+6
12,800,00025,599,000gp
+7
25,600,00051,199,000gp
+8
51,200,000102,399,000gp
+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-
38
Base
Attack
Bonus
Fort/Ref/
Will Save
Special
+1
+2/+0/+0
+2
+3/+0/+0
Infernal Rally
+3
+3/+1/+1
Warcry 1/day
+4
+4/+1/+1
Blood Oath
+5
+4/+1/+1
+6
+5/+2/+2
Warcry 2/day
+7
+5/+2/+2
+8
+6/+2/+2
Greater Warcry
+9
+6/+3/+3
10
+10
+7/+3/+3
39
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 mans 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 Baels 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:
Morale Bonus
Enemy Hurt
Enemy maimed
Enemy killed
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 enemys 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
enemys 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 marshals 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 marshals 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 marshals
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 marshals 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
40
41
Special
11
12
Warcry 4/day
13
14
Bonus Feat
15
Warcry 5/day
16
17
18
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 marshals 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
42
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
+0
+1
+0/+3/+3
+2
+3
+1/+4/+4
+3
+1/+4/+4
+4
+2/+5/+5
Corporate bid
+5
+6
+2/+6/+6
+6
10
+7
+3/+7/+7
Mind of steel
43
44
11
Special
Enterprising +6
12
13
14
Bonus Feat
15
16
17
Enterprising +9
18
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 moguls 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.
45
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.
Base
Attack
Bonus
Fort/Ref/
Will Save
Special
+0
+0/+2/+0
+1
+0/+3/+0
Tincture of treasure
+2
+1/+3/+1
+3
+1/+4/+1
Vanishing vault
+3
+1/+4/+1
+4
+2/+5/+2
+5
+2/+5/+2
Greater collect
+6
+2/+6/+2
+6
+3/+6/+3
10
+7
+3/+7/+3
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 Mammons 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
46
47
Aura Strength
Below 1gp
Dim
1gp - 33gp
Faint
34gp - 666gp
Moderate
667gp - 33,333gp
Strong
Overwhelming
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.
48
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
13
Bonus feat
14
15
16
Bonus feat
17
18
19
Bonus feat
20
Class Features
Collect (Ex): After 10th level, the toll wardens 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 wardens 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
49
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-
50
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 Belials 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 Players 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
+0
+2/+0/+2
+1
+3/+0/+3
Presence of pain
+2
+3/+1/+3
Punishment +1d6
+3
+4/+1/+4
Presence of passion
+3
+4/+1/+4
Embracement of pain
+4
+5/+2/+5
Punishment +2d6
+5
+5/+2/+5
Revelation of pain
+6
+6/+2/+6
Soul of fire
+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 dominators 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-
51
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
52
53
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)
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
54
55
Base
Attack
Bonus
Fort/Ref/
Will Save
Special
+1
+2/+0/+2
Relentless
+2
+3/+0/+3
Unreadable
+3
+3/+1/+3
+4
+4/+1/+4
+5
+4/+1/+4
+6
+5/+2/+5
+7
+5/+2/+5
+8
+6/+2/+6
Ignorance is bliss
+9
+6/+3/+6
10
+10
+7/+3/+7
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
56
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.
Special
11
12
13
Bonus feat
14
15
16
Bonus feat
17
18
19
Bonus feat
20
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*,
57
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
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 neer-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
58
Base
Attack
Bonus
Fort/Ref/
Will Save
Special
+0
+2/+0/+2
+1
+3/+0/+3
+2
+3/+1/+3
+3
+4/+1/+4
+3
+4/+1/+4
+4
+5/+2/+5
+5
+5/+2/+5
+6
+6/+2/+6
+6
+6/+3/+6
10
+7
+7/+3/+7
Dark harvest
Dark dominion
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 natures 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
59
60
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 natures 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
61
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.
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
19
Bonus feat
20
+1 level of existing
spellcasting class
+1 level of existing
spellcasting class
Class Features
Spellcasting: The epic despoiler of Liliths caster
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63
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
Base
Attack
Bonus
Fort/Ref/Will
Save
Special
+0
+0/+2/+2
Dossier of deception
1/day, establish the
web
+1
+0/+3/+3
Canvas
+2
+1/+3/+3
Secure
+3
+1/+4/+4
Classify
+3
+1/+4/+4
Dossier of deception
2/day, task force
+4
+2/+5/+5
Interrogate
+5
+2/+5/+5
Breach
+6
+2/+6/+6
+6
+3/+6/+6
Dossier of deception
3/day
10
+7
+3/+7/+7
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
64
Dossier Ability
Nondetection 1/day
Scry 1/day
Mislead 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 lords 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 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 contacts
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 lords
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-
65
66
67
Special
11
12
13
14
15
16
Bonus feat
17
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.
68
69
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.
Special
Spellcasting
+0/+0/+2
Stoic sage
+0/+0/+3
+1/+1/+3
+1/+1/+4
+1/+1/+4
+2/+2/+5
+2/+2/+5
Cold mind
+2/+2/+6
+3/+3/+6
Cold soul
+3/+3/+7
Contempt for
corruption
70
71
+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 -
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,
72
73
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,
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 Players 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
74
75
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 cardinals 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 cardinals 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 cardinals body
into Hell, where the cardinal is damned to endless digestion within Asmodeus for breaking faith.
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77
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
+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.
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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79
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 Hells 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
80
81
Graphic Production:
Eli Atkinson
Additional Thanks:
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 dElcrys Commentary Diabolique.
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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83
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
Variant Sorcerer
The sorcerer, as described in the Players 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,
84
Variant Witch
The Dungeon Masters 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,
85
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 mages 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.
Mages 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.
Knowledge (religion)
Modifier
+1
+0
+2
+1
+2 (overlaps with 3
couples benefit)
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
86
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-
87
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 fiends 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.
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.
Summoning
88
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
CR 4
See below
CR 4
See below
CR 5
Monster Manual
CR 5
See below
CR 6
Monster Manual
Bezekira (hellcat)
CR 7
Monster Manual
CR 7
See below
Erinyes
CR 8
Monster Manual
Kocrachon
CR 8
See below
Hierrmagon (hellsmith)
CR 9
See below
CR 9
Monster Manual
Narzugon
CR 10
See below
CR 11
Monster Manual
CR 14
See below
Malebranche
CR 14
See below
Planetar, Fallen
CR 14
See below
CR 15
See below
CR 16
Monster Manual
CR 17
See below
CR 17
See below
CR 17
See below
Pit fiend
CR 20
Monster Manual
CR 29
See below
Malefircarim (hellspawn)
CR 33
See below
89
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 - orders
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).
90
Metamorphosis Effect
40 HD
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
91
+ 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.
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
92
93
94
95
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 Perditions society from the spirits of damned mortals.
Combat
If a hierrmagon is actually involved in combat, which
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.
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)
96
+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
kochrachons hit dice or the victims 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 kochrachons 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
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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)
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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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.
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Claw
Bite
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
Spell-like Abilities
7-8
Devils eye*
9-10
Blasphemy
11-12
Liquid pain*
13-14
Hellfire storm*
15-16
Soul shackles*
17-18
19-20
21+
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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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.
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, Dalans 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
Slam
Wing
Diminutive
1d2
Tiny
1d3
1d2
Small
1d4
1d3
Medium
1d6
1d4
Large
1d8
1d6
Huge
2d6
1d8
Gargantuan
2d8
2d6
Colossal
4d6
2d8
Fine
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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
21+
Nupperibo
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
12 HD
Intelligence +1, Wisdom +1, Charisma +1, wings (fly 20 ft. [poor])
13 HD
14 HD
Intelligence +1, Wisdom +1, Charisma +1, greater teleport (self plus 50 pounds) at will
15 HD
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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 Overlords 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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is intended to cause damage or adversely affect another being, the spell instead affects the caster or else another individual of the squamugons 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 sorcerers
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 characters
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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Graphic Production:
Eli Atkinson
Additional Thanks:
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.
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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 Overlords 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 masters 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 Aesmadevas
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 Aesmadevas 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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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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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
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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, Hells 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
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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
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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 characters 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
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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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): Dulahads 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 Dulahads 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 rivers 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 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
*
Gathgorian can make bite and tail attacks in addition to attacks with
Soul Lasher as a full attack
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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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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
Hells first four Perditions, Gazra takes his role as Lady
Fieranas 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,
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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
Players 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.
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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 Kelvzerons
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.
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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 Quimaths 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.
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Raithetarkon may make secondary attacks with his wings, bite and
tail while wielding his axe.
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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 Ruthegaxs 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
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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).
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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, orders wrath*, restoration, sending,
spell immunity, tongues; 5th greater command,
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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
146
Graphic Production:
Eli Atkinson
Additional Thanks:
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.
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148
Army/Air
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
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.
Naval
HD Minimum
Int Minimum
Lieutenant
Lieutenant
10 HD
14
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
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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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.
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 Hells inevitable and rightful place ruling the Cosmos.
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
Unit Composition
Branch
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 Strategys aerial and naval Branches have different unit names as described below
150
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 Corins 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. Corins 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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152
153
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
Seraptics job is completed, Corin intends on reshuffling
his senior generals by placing Seraptic in either Infiltration
or Sabotage.
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 Corins generals and
most believe that if anyone was a threat to the Spymasters
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.
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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 leaders 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 fiends 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
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 Perditions 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 Hells way is
beneficial to both parties. The agents of Immortal Diplomacy do not bother to lie about Hells 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-
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mons. Two names are often thrown out. There are persistent rumors that AKin, 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 Pallestrins
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 Divisions 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.
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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. Sarmels 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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161
sure that embassies are fully supplied and that any need to
request additional troops are made. Careful and observant,
Gresticas suspects his superiors 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 Hells 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.
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163
164
165
trec
Conversion CraLingen, 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 Pearzas 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-
166
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 protg; 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
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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, Hesmonondars frustration with Ecexrial (who is
largely oblivious to the younger pit fiends concerns) is
obvious. So far, no one has thought to test the Master
Writers 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 CraLingen, 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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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
CraLingen 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. Damens 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, Willums 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.
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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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Generals
Alchemical Devices Cyndrel, XalDrial, Zalred
Experimental Goap, Nexroth, Salac
Mystic Defense Felsric, Immediel, Nacrottis
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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 Pearzas 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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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 Pearzas 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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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 Pearzas 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 Mercys overthrow at the hands of Molikroth and was recognized for
his role and promoted to 8th circle general of the new
Lords 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 nobles 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,
Nexroths 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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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 Pearzas attach, 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
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 Hells 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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Corps
99 Forces
Force
81 Wings
Wing
81 Regiments
Regiment
81 Groups
Group
9 Squadrons
Squadron
9 Flights
Flight
9 Sections
Section
9 devils
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
Marshals orders. Phaniors 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 masters 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
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Fleet
Force
Armada
Flotilla
Battalion
Squadron
Vessel
9 Squadrons
9 Vessels
War class ship crew and
marines
Detachment
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 Hells 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
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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 Zimimars 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
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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 communiqus). 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
Hells 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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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 Hells 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.
Baalzephons 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
Mammons 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-
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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served longer in this station than his predecessors. Rumors persist that the current Dagos was once a member
of Baels 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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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-
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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-
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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
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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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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Graphic Production:
Eli Atkinson
Tim Moore
Additional Thanks:
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 couriers anxiety was obvious. The intensity of the creatures 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 Serpents 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.
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relates to their duties and desires. For example, as Dispaters 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 Dukes 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 + the
Dukes HD + Charisma modifier. Once a being successfully saves against a Dukes 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 Hells 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 + 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 Abigors 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 Abigors 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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(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, Wars
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
Hells resources and a threat to the Realitys 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 Dukes 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
crows. 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): Malphass 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)
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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 Caims Utopia.
That is the reality of Hell.
In Hell, Caim is the greatest of Dispaters 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
Caims 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 scholars
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 Caims 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 losers soul becomes the victims 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 targets character levels. During this
time, Caim makes a Diplomacy check as he twists the
targets 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 targets faith,
but the fact that Caim has managed to uncover holes,
conscious or subconscious, within the targets 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
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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, Caims 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 Caims 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 Caims 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 Caims
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, shell
have a -9 penalty to save).
Infernal Presence (Su): Caims 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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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): Titiviluss Infernal Presence
has a Will save DC of 29. His caster level is 29th.
Power of the Pen (Ex): As Dispaters 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 its 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,
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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
Profits 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 Melchoms 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
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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 Melchoms 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 Melchoms 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
victims 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 clients whereabouts, and
even then the god or cosmic entity must specifically
choose to block Melchoms 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 Melchoms 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.
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+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,
Carniveaus 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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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 - cats 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, Rosiers 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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HD/Level of
Uninitiated/Unwilling
Creature
Benefit
1-5
6-10
11-15
16-20
21+
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): Rosiers 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 ones
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
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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 Rosiers 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 Rosiers 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.
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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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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.
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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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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 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
paladins 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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must kill its parents (If the parents arent 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 monks AC bonus, and it couldnt
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 Natures 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 armors 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
Sacrifice Is...
Bonus Granted
-5
Of casters race
Of casters lineage
+5
Unwilling
-5
Unknowing
Willing
+5
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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 clients 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 individuals will so that the client is
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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 clients
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 nightmares 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 summonings 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).
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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 hexblades 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.
Rhaliks 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-
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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 Players Handbook should he require such
aid. He always carries the Philosophers 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 shepherds 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
+5
+1
Two casters
-4
One caster
-8
Absence of a suitable
throne
-8
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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, Unbelievers
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 Carreaus 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. Murmers 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 Philosophers feet.
Eventually, though, Carreau progressed beyond Murmers teachings: haunted by Heavens 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
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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 Carreaus 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.
Unbelievers 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,
Carreaus 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): Carreaus 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).
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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. Martinets 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
Constables behavior when he sends him to treat with
others; to date, Asmodeus has not found Martinets 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 Constables 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
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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 Constables 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 Constables Keys. The
Constables 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 Martinets passing) when Martinet enters the
private domains of lesser devils, the bracers also enhance
his defense. The Constables 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
Constables 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).
Graphic Production:
Eli Atkinson
Additional Thanks:
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 Ive 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 floors 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 creatures 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 devils 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 creatures temerity. Bargaining with such a being would be foolish. More foolish than
calling him by name.
Feeling emboldened by my response, the creature continued. Im 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 devils 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 DElcrys 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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In becoming pure evil, Adrammeleks being conflicted with the very essence of Hell, something The
Overlord could not tolerate. Furthermore, Adrammeleks 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
Fourths 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 Adrammeleks 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 Adrammeleks 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 Overlords 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 Beelzebubs 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
Hells (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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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 clients soul is
completely burnt to ashes, the only spark of light mystically transported to The Hidden Flame, Adremalechs
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 clients 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 victims soul.
Dissembler: This dagger resembles a beautiful, male
peacocks 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 Masters 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.
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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
Fieranas 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 Hells 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 Liliths power and
strength, considering the Lord of the Sixth as a potential
future ally. Lilith is apparently finds no value in responding to Fieranas overtures for an alliance, ignoring
all of the Arch-Devil of Passions messages to date. Fierana and Glasya, however, have forged something of a
friendship. Despite Dispaters 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 fathers 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 Gazras 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 Glasyas 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, Fieranas 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 Passions 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
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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 Fieranas 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 Fieranas 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. Womens 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
Passions 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
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Benefit
Lemure
Imp
Barbazu
Chain Devil
Hellcat
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
Cornugon
Gelugon
Pit Fiend
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): Gargauths 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, orders wrath, persistent image, polymorph self,
polymorph any object, protection from chaos, protection
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descend. As snow touches the dark water, the dirty liquid will quickly appear crystalline and sparkling.
Geryons 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.
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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 Hells 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 Bensozias 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 couples
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 Lixers 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 Bensozias
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 Mammons court. The court of
Mephistopheles was far too rife with traitors behind
every corner, not to mention the mechanisms of Mephisto himself, her fathers 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, Mammons 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 Glasyas 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-
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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 Hells 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 Hells 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
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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 Dreamers 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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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 uncles
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 Lixers 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. Lixers 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.
Lixers 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. Lixers 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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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. Lixers 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, Lixers 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.
Lixers immersion into the arts associated with negative energy did not come free, however. Especially pow-
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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).
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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): Merorems 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): Merorems 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
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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 Molochs 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 allys yolk. Moloch became Beelzebubs 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
Beelzebubs 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.
Molochs 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 Overlords feet as
the other Lords had done; Moloch foolishly listened to
Lilith, who claimed that Asmodeus would respect such a
show of power on Molochs 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 Molochs track record so far, it is unclear
whether or not much will come of it. Moloch has no
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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 Molochs 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): Molochs 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
victims face.
The Presence of Hell (Su): Molochs 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 victims 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 hes 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,
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the others 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 Grazzt 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 courtiers 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. Sammaels 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.
Sammaels 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): Sammaels Diabolical Aura
can be ignored on a successful Will save DC 57.
The Presence of Hell (Su): Sammaels 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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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.
Regardless of the nature of the act of Spite, the clients alignment always moves one step closer to Lawful
Evil (and, at the DMs 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 clients 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 Masters Guide,
Book of Vile Darkness, Epic Level Handbook, or any
other source selected by the DM. Thus, all poisons and
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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
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.
Semyazas 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 Semyazas 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
latters undying enmity. However, Semyazas 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 Hells
hierarchy and thus does not often draw the attention of
other devils... which is precisely the way Semyaza likes
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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): Semyazas Diabolical Aura
can be ignored on a successful Will save DC 55.
The Presence of Hell (Su): Semyazas 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, Semyazas 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 Semyazas 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, Semyazas 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
Semyazas Diabolical Aura; Semyaza may suppress this
power or reactivate it as a free action at will.
Even cosmic and divine beings are subject to
Semyazas 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, Semyazas 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
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Graphic Production:
Eli Atkinson
Tim Moore
Additional Thanks:
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 Serpents 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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ever, scoff at this notion and are convinced that Asmodeus himself played a role in Baels success. These
point to the fact that is was Asmodeus who named Bael
to Astartes court and that Asmodeus was well aware of
the Four Cross and Baels other success as well. Asmodeus was also less than pleased with Astartes 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
Baels 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 Hells 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 Baels 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 Baels 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 Baels 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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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 Hells 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): Baels 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 attentionparticularly
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 Baels 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 creatures HD in d6
damage in a radius of the creatures 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.
Hells Fire (Su): Bael may use Hells 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). Baels Hells 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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Summoning Bael
Those desiring to summon and speak with the Lord of
the First are few and far between. There are those, how-
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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 Dispaters eternal power. It is for this reason that Dispater is
simultaneously the best known and best defended of the
Lords of the Nine.
Dispaters 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 lords
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 Dispaters 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 others
activities, causing no little malice between them. Once
the two Dukes work out their diverging goals and go
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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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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.
Hells Fire (Su): Dispater may use Hells 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). Dispaters Hells 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 + 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 Dispaters
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 Dispaters eye or
not. Furthermore this power takes direct physical control
of a creature, and thus is not a mind-influencing effect.
Polished Faade (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; 5thcatapsi, incarnate, power resistance; 6th
greater precognition, psionic contingency, temporal
acceleration; 7thdivert 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.
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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
Seconds 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 Seconds memory is eternal, and his hatred as inflexible as tempered steel. Dispater will almost always offer his Chains of Toil boon to
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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, Greeds 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. Mammons
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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Combat
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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 Mammons 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.
Greeds 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 anyones 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, Greeds 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 Greeds 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 Players Handbook, the Dungeon Masters 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 Greeds 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 Powers sacred texts, and the summoning of the Lord of the Third thus happens by stealing
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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)
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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, Belials 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 Belials 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 Belials 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 Fifths 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 Leviathans appointment as
a Regent, Belial sent troops into Stygia to test the
Princes 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 Belials 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, Grazzt. These two creatures of lust have
likewise never met in person, but keep tabs on each
others conquests. It is believed that Grazzt 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 Pains 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 Fourths 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 Hells 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
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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, Belials power increases. It is no surprise to note that many of Belials
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 bulls strength, calm
emotionsD, cure moderate wounds (x2), eagles splendor
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 prisoners 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 Souls 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.
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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
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 creatures
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 elses
responsibility. When faced with difficult situations,
those who follow his philosophy will speak to their subordinates, saying, Take care of it. I dont care how, and
I dont 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 Leviathans 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 Princes 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
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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 Leviathans 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 Serpents 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 Serpents Throne. Though still confined to his iceberg, Leviathans 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 Serpents 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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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
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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 levels 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 Leviathans 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.
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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.
Liliths 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 Liliths impact in the mortal coil that many demon queens were greatly influenced by her. Lolth
(whose name is suspiciously close to Liliths), Babylona,
Zuggtmoy, and many others learned from Liliths successes. It is even rumored that she established relations
with The Dark Prince of The Abyss, Grazzt 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 Hells 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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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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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 Liliths 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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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 Liliths 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: 0thdarkseed, 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; 3rdcall lightning, cure moderate wounds, dominate animal, false bravado, infestation of maggots, poison, sleet storm, snare, spike growth;
4tharc of lightning (x2) CA, blight, cure serious wounds,
dispel magic, energy vortex, freedom of movement, murderous mist, rusting grasp; 5thbinding winds, call
lightning storm, control winds, explosive call lightning,
insect plague, kiss of death, mass trance, wall of thorns;
6thantilife 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;
9thepidemic, elemental swarm, greater whirlwind,
invulnerability to elements, storm of vengeance, thunderswarm; 10thchained maximized three thunders
flame strike, corrupt twinned insect plague, quickened
greater dispel magic; 11thchained finger of death,
VD
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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 Liliths 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 summoners 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 Liliths 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 Liliths caster level permanently, and are expected to be used in future summons
and sacrifices.
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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 Dominics 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, Hells 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
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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. Beelzebubs 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 Beelzebubs 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 Beelzebubs 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 Beelzebubs
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
Beelzebubs 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 Beelzebubs 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
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383
Combat
Beelzebub does his best to avoid physical confrontation, finding it beneath his station. Instead, he believes
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Summoning Beelzebub
Beelzebubs 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 individuals
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 Beelzebubs 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 invocants 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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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
opponents 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 keeps 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 opponents 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 mans
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 lifes 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 familys 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 Sebastinians 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
mans 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 opponents carelessness was bothersome.
The point, Sebastinian answered as though speak-
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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
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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 clients 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 hes 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-ones 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 hes 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 clients Will save decreases by 1 point
each. For the next three bonuses, the victims 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. Paladins 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.
Hells Fire (Su): Mephistopheles may use Hells
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 Hells 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 victims
behalf. If the god deems it worth its while, it can attempt
to wrest control of the victims 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 Hells eighth layer. Those
who do not fight against the end result of Infernal Pact
are usually met by Mephistopheles himself, who rips the
persons 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 victims immortal
soul. Note that for the purposes of claiming such a victims 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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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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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.
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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),
Hells 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.
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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 Overlords 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
Serpents 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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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 Hells 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 invocants 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-
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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 Hells 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 Serpents 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 Serpents 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.
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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.
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
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411
412
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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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 Hells 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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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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01 20
21 30
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
56 60
Character gripped by echolalia (doing whatever those nearby say or do). Phlegethos
61 65
66 70
Character falls into a stupor (assumes fetal position, oblivious to events around him). Malbolge.
71 75
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 Hells 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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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
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
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
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.
1 20
21 30
31 39
40 49
Eating. Minauros.
50 59
Psychosexual. Phlegethos.
60 69
70 79
80 89
90 99
100
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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
Point-Buy
1-5
+30
160 + DvR
6-10
+45
180 + DvR
11-15
+60
200 + DvR
16-20
+75
22 + DvR
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Divine Rank
Divine Ranks
Each deity has a divine rank. A deitys 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 15: 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 610: 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 1115: 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 1620: 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-
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 deitys divine realm is located). Unlike other outsiders, deities do
not automatically receive darkvision. Exact physical
characteristics vary from deity to deity. A deitys 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 deitys 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
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.
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Damage Reduction
Divine Rank
20/epic
1-5
10 ft./rank
1-5
6-10
100 ft./rank
6-10
11-15
1,000 ft./rank
11-15
16-20
1 mile/rank
16-20
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Challenge Rating
Increase
+3
1-5
6-10
11-15
16-20
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Maximum DC
for Action
Swift Actions
Per Round
1-5
15
6-10
20
11-15
25
10
16-20
30
20
1-5
4,500gp
6-10
30,000gp
11-15
16-20
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 deitys 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.
Spell List
Druid, Ranger
Evil
Blackguard
Law, Good
Paladin
Divine Rank
Remote Locations
1-5
6-10
11-15
10
16-20
20
Avatars
Deities of rank 6 or higher may create avatars. An
avatar serves as a deitys 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 deitys part. An avatar must be
created in the deitys 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 deitys statistics, which has the follow-
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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 deitys 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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blessing).
Abilities: A proxy gains a number of bonus ability
points equal to twice the deitys 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 deitys rank and whether the realm is located on an
Outer Plane or some other plane (including the Material
Plane), as shown below:
Table C-11Godly 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 20F to
120F), 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 deitys 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 realms 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 doesnt affect the deitys 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:
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qualifies.
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 deitys attack bonus, Armor Class, and
saves do not change. She does not gain any of the assumed forms 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 deitys 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.
Outsiders, good
Outsiders, lawful
Plants
Undead
Vermin
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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 creatures
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
deitys 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 MASTERS 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
deitys 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 deitys 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 deitys 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 deitys 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 creatures Hit Dice the creatures 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 deitys 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 deitys 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.
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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
431
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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 deitys Charisma bonus + the deitys 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
deitys. 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 deitys. 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 deitys 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 deitys 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 fighters Weapon
Specialization feat, except that the deity receives a bonus
on damage with the weapon equal to her divine rank.
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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.
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 mortals
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.
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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 deitys 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 deitys 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 deitys divine rank are affected.
Creatures can resist the effect with Fortitude saves.
Once a creature makes a successful save against one
of the deitys 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 creatures 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 creatures 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 deitys 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 deitys 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
436
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
mortals 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 mortals 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 deitys divine rank.
Ability Scores: Strength, Dexterity, and Constitution
are unchanged. Intelligence, Wisdom, and Charisma
become 5 points lower than the deitys (or remain as the
mortals scores if they are higher).
Saves: Fortitude and Reflex same as the mortal; Will
adjusted if necessary for the mortals new Wisdom score.
Skills: The mortal can use its own skills and the deitys skills. If the mortal and the deity have the same
skill, use the skill of whichever has more ranks in the
skill. Use the mortals 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 deitys 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 deitys 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 50F to 120F.
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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ment (fey, giant, humanoid, some outsiders, many undead creatures), the deitys 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 forms 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 clerics 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 deitys 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 deitys 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 mages disjunction spell, both targeted exclusively
at the touched item. The save DC for both effects is 19 +
the deitys 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
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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
32-33
34-35
36-37
38-39
40-41
42-43
44-45
46-47
48-49
50-51
52-53
54-55
56-57
58-59
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